View Full Version : Silent Seas AAR
st.patrik
August 26th, 2006, 04:23 PM
Shrapnel has graciously given permission for the Dom 3 testers to post AARs now that the game has gone gold. As such, I thought I'd fire up a small game with one of my favourite new nations and write it up.
So, without further ado...
Welcome to Kailasa
Kailasa is a nation of monkey people, living in dense forests. They revere the Yakshas, a race of semi-divine beings which inhabit the sacred slopes of Mount Kailasa. Now the rightful ruler of the Yakshas has come, to lead them and their monkey followers out of the sacred woods to conquer the known world.
Pretender Design
Kailasa in the early era, like many nations, doesn't have particularly advanced armour. The monkey peoples range from the fairly useless Markatas, who throw sticks and stones at their enemies and don't wear armour, to the big Bandar apes, who wield maces, longbows, or swords and sometimes do wear armour. However, the jewel of the Kailasa military are the Yakshas themselves - particularly the falchion-wielding Yavanas. They don't really wear armour, but they have a great attack and a great defence, and are sacred, as well as inspiring awe.
Because of this, my pretender design will centre around a bless strategy. I want particularly to give them a water blessing, to boost their already impressive defence, and make them move faster towards their opponents (so they have less time being fired upon). On top of this I want Astral magic, so reach some of the really cool national summons available to Kailasa.
So enter Ghanivallika, Mother of Gods, Goddess of Many Names, Goddess of Dreams, Symbol of Unchallenged Victory, Guide of Heroes. She is a Lady of Fortune skilled in Water magic (9) and Astral magic (4). She herself is imprisoned right now, which means that the last vestiges of last pantokrator's power still hold her in check, but the bonds are weakening, and soon she will be free. She rules an orderly realm (and hopefully therefore prosperous), which is quite hot. Her land is also inclined towards magic, though the inhabitants are a tiny bit slothful. Most importantly, her dominion is very strong (9), so lots of sacred troops will be able to be recruited in her cities, and her dominion will spread, eventually over the whole world.
Game setup
I am using the Silent Seas wraparound map (45 land, 8 sea), and have 3 random opponents - one of each of the three AI types: standard, defensive, and aggressive. I want this game to be a challenge, so I set the AIs to difficult AI, which should give them a little bit of a boost. I also upped the Independant strength a little (up to 7) and gave everyone 3 provinces to start with, rather than just one.
Now the stage is set. The new gods will awaken and the world will once again be thrust into chaos, until Kailasa emerges (hopefully) as the great power, and Ghanivallika is undisputably the ruler of the earth.
st.patrik
August 26th, 2006, 07:34 PM
Turn 1
I find myself somehow able to communicate with my people, who reside in the southern reaches of a huge forest that covers four provinces. My fortified city is currently under the command of Abhiviraja, a large Bandar ape. I also have Chabila, a particularly intelligent Markata, who claims to be able to scout enemy territories and bring back information on troop movements. While doubtful about the accuracy of his information (I'm not sure Markatas can count) I will send him out, if for no other purpose than discovering what other nations exist.
In addition to Abhiviraja and Chabila there are 20 Markatas who someone saw fit to give small bows to. I can't imagine them doing much good with these, since the bows only cause 6 damage, and their precision is a lousy 8. In addition to the Markatas are a group of 15 Atavi Infantry. Atavi are warriors of forest tribes which belong to the Vanara caste. These Atavi are armed with maces and bucklers, and are stealthy (as are the Markatas). They also fling a variety of things at their enemies, including sticks and stones.
In addition to my home province, I have two other provinces, one to the west where the mountains begin, and one to the south which looks to be a wasteland. The mountainous western province seems to contain a Mine of Superior Iron, which should be helpful, since it's right next door to my fortified city (although I have very few resource-intensive troops). The southern wasteland seems to contain, of all things, the legendary Horses Vale, where I can recruit extremely fast light horse-warriors. I can also recruit Garnet Amazons there, who specialize in fire and blood magic.
The first order of business is recruit some Yavanas (Falchion-wielding Yakshas). While I could get more Bandar or Atavi, I think the Yavanas will be useful longer, and perhaps more effective. My dominion is strong, so I can recruit nine Yavanas. I have a little money left over (though not enough to recruit a researcher), and I notice that a group known as Victor's Villians are hiring themselves out as mercenaries, and only charging 30 gold. I bid 32, so maybe I'll get some cannon fodder for the front lines.
I send Chabila south in search of other nations that might challenge me. Abhiviraja I send to the northwest, to check out what is in the rest of this big forest. Bandar are not stealthy, so I give him strict instructions to come back at the first sight of trouble.
Nothing more I can do, especially as I am trapped outside the fabric of the world. I enter meditation.
st.patrik
August 27th, 2006, 10:32 AM
Turn 2
Good News: I suceeded in convincing Victor that his Villains would be most comfortable working for Kailasa. Even better, a fallen Devata called Devasura turned up at my gates, seeking acceptance into my kingdom at the cost of his perpetual service. Devasura was banished from the Celestial Sphere and turned to blood magic as a way to regain his lost power. I accept his service but warn him to not participate in blood magic rituals (unless I command him to of course). I had been planning on elevating Abhiviraja to the role of prophet, but Devasura will make a far more suitable captain. A picture of my mercy (in accepting such a one), but also a threat to my enemies, by revealing what terrors I could unleash on them. No-one likes a blood-hunt.
Abhiviraja returned from his foray deeper into the forest. He got through the forest as far as the shores of a large inland bay, where he encountered a band of Ichtyids. Foul creatures attempting to take over the holy wood that is mine by right! I will kick them back into their watery domain. The good news is that his exploits have won him respect, and he is well on his way to becoming a great hero. He has found great reserves of strength that no-one realised he had.
The identity of one of my opponents is now known: The nation of Caelum raised up a Tempest Lord as a false prophet to challenge my name, and news of it has reached me.
Next turn I will attack, but for now I bide my time. Nine more Yavanas are trained on the slopes of Mount Kailasa. This time I have enough extra gold to hire a Yogi - a white-furred Vanara with some small skill in astral magic. He will begin the research that will allow me to summon greater allies which now are scattered.
I send Abhiviraja northeast this time, to get a closer look at what the forest holds in that direction. Reports suggest the wolf tribe may have taken up residence there. Devasura enters the temple to meditate on the new and important role I have for him. Victor lolls around the palace, trimming his fingernails with his dagger, glancing cynically around. He will be singing a different tune when he and his men are on the front line in the next conflict.
No news yet from Chabila - apparently he's visiting the Garnet Sorceresses on his way south. Women love monkeys.
Nerfix
August 27th, 2006, 12:14 PM
Screenshots please.
st.patrik
August 27th, 2006, 02:59 PM
I wasn't sure that was ok, but it is, so screenshots will be forthcoming http://forum.shrapnelgames.com/images/smilies/happy.gif
Agrajag
August 27th, 2006, 03:14 PM
Pretty cool, can't wait to hear more.
Well... Read more, but you get my point http://forum.shrapnelgames.com/images/smilies/wink.gif
st.patrik
August 27th, 2006, 03:15 PM
turn 3
All hail the arrival of the prophet of the Queen of Kailasa, the Mother of Gods, the Goddess of Many Names, the Goddess of Dreams, the Symbol of Unchallenged Victory, the Guide of Heroes, Ghanivallika the Lady of Fortune. Devasura re-emerges from his long exile redeemed and powerful in the might of the coming god.
In other news, some magic astral gems were found in the southern province. Some being two, in this case. Abhiviraja returned once again from his foray into the northern forest, reporting that the rumours of the wolf tribe taking up residence there are true, but that they do not have a strong force - mainly archers, although there was a shadowy figure at the back who could have been a shaman.
Chabila sent the report that he has found a land settled by a strangely garbed people with a foreign appearance. On hearing further details it would seem that he has found the ancient and dangerous kingdom of T'ien Ch'i. Their strength is as yet unknown, but they are close at hand. I commanded Chabila to get a little closer and try to ascertain numbers, although I think his answer will be limited to either 'few' or 'lots'.
While I continue my recruitment of Yavanas, this turn Devasura will lead all our available troops north, to claim the forest in its entirety. First we will throw the detestable Ichytids back into the sea, then move on to the wolf tribe. Victor's Villains take the left flank, with orders to fire their bows. I put my Atavi on the right flank, with orders to hold for a couple of turns before attacking. In the center, and a little back, I place the 18 Yavanas I have trained. They will attack straight up the center after being blessed by Devasura. The Markatas I put on the flank to attack the back; who knows what they'll actually do.
After my costs I am just 1 gold shy of recruiting another yogi to help with the research that the first (Das) has begun. I commanded Das to invoke the strange formulas of Alchemy to transmute an earth gem to 20 gold, in order to have enough to hire the second researcher. After this Das starts poring over old texts in an attempt to figure out techniques to call upon magical reinforcements.
-------------------------------
Here's Abhiviraja - 'Smile for the Camera' http://forum.shrapnelgames.com/images/smilies/happy.gif
http://www.shrapnelcommunity.com/threads/uploads/440613-turn3abhiviraja.jpg
Nerfix
August 27th, 2006, 05:00 PM
Oooh, it seems that you're doing well so far. Good luck and thanks for the screenie.
st.patrik
August 27th, 2006, 06:03 PM
turn 4
Good and bad news this month: My forces quickly overthrew the Ichytids, only losing one Yavana and two markatas in the process. Most of the Ichytids were too awed by the presence of the Yavanas to even strike them.
The province I conquered seems nice enough, although it seems that an air of unluckiness pervades the place. In the depths of the forest Devasura found the Academy of War, which trains soldiers in the ways of battle.
I discovered the identity of my last adversary, when Vanheim proclaimed his own false prophet. I also discovered, much to my displeasure, that Caelum lies to the north, on the other side of the great forest, and in fact has ventured inside it. T'ien Ch'i has advanced north and now a small force lies on my (unguarded) border.
I immediately order a mobilization of local militias in all my provinces. Because of this I can only recruit eight Yavanas this month. Devasura and Victor attack the wolf tribe - hopefully Caelum will attack them too and we will be able to defeat Caelum's expeditionary force. 'Oh my mistake, I didn't mean to destroy your pitiful army. Is that really the best you could do?'
Abhiviraja is returning to the capital to collect more troops so that they can be brought to the front lines.
All the nation is in readiness for war.
st.patrik
August 27th, 2006, 07:20 PM
turn 5
Thankfully neither Caelum to the north nor T'ien Ch'i to the south attacked me. The only thing that really happened was that I drove the Wolf tribe out of the forest. Victor's Villains took the brunt of the arrows and ran from the field. This was not unexpected, and it allowed my Yavanas to get close enough to decimate the tribesmen. My Markatas ran into the fight and managed to take some losses, but overall a pretty good result.
The Wolf tribe may have been drawn to the site by the presence of the Cedar Pillars, a site which produces magical gems and makes the casting of Enchantments cheaper.
I'm uncertain of how I should proceed. I am tempted to attack Caelum, but am unsure of my strength compared to his. But I think I will be bold and attack his forces nonetheless - maybe I can take him by surprise. Victor (sans Villains) and Devasura will attack the last and north-most part of the forest, which Caelum currently holds.
Abhiviraja returned to the capital and now complains that he doesn't feel comfortable leading the new Yavanas, since they are magic beings. Oversensitive Ape! I will have to recruit a Yaksha or Yakshini to lead them. First though I will call a Vanara Guru, to site search and ferry troops north.
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http://www.shrapnelcommunity.com/threads/uploads/440655-Guru5.jpg
okiN
August 28th, 2006, 04:24 AM
Nice writing, makes for interesting reading.
About that bit on the White Ones reincarnating - are you able to specify what that means in practice or don't you know either?
WSzaboPeter
August 28th, 2006, 06:09 AM
Great AAR, gratulations. I hope we will meet soon in the field of battle.
st.patrik
August 28th, 2006, 09:53 AM
okiN said:
Nice writing, makes for interesting reading.
About that bit on the White Ones reincarnating - are you able to specify what that means in practice or don't you know either?
thanks http://forum.shrapnelgames.com/images/smilies/happy.gif
I don't think the White Ones reincarnation has any game-play effects (like getting a free unit or something). I like to think that being reincarnated as a Markata is what happens to a Guru if they didn't lead a good enough life though http://forum.shrapnelgames.com/images/smilies/wink.gif
st.patrik
August 28th, 2006, 09:56 AM
turn 6
Devasura led my forces to victory against the Caelians. They had a medium-sized army of about 40 deer tribe archers, as well as Caelian militia. Victor, sadly, met his end in the battle. This might have had something to do with his willingness to be placed alone in the front row of the combat. No other news except that T'ien Ch'i has appointed a prophet.
What I'm realizing is that if I am going to be able to fight against the Caelians effectively I will need to recruit some armoured Bandar to put in the front and attract arrows. In melee my Yavanas are pretty much unstoppable, but they are susceptible to arrows.
The province I just took is next to the Caelian Capitol. Looks like they have a Mountain City, which is tough to take (700 defence vs. my fortified city's 250). This turn I will take the province to the west of the one I just took, which is directly south of their Capitol. In addition, I am kinda hoping that Caelum will attack my weakest province if they counter-attack. Accordingly I am going to move troops into there, led by the Guru Divya, so that in case they attack, there will be a welcoming committee.
Aside from that I am recruiting more Yavanas and now armoured Bandar as a meatshield.
T'ien Ch'i has hired a group of fown spawn as mercenaries, and they are on my border. I will send one of my yogis down there with a few Yavanas just in case they stumble across the border. Abhiviraja will go along for the ride. I desperately need gold. Since my only priests are Yakshas and Yakshinis, and I need priests to bless my Yavanas, until I have some more gold I am limited to one fully effective army. I can alchemize earth gems, but what I really need is a big fat farmland province with an income over 200. So far the provinces have all been kinda poor.
Research is going slowly. I guess that's one of the downsides of being imprisoned.
http://www.shrapnelcommunity.com/threads/uploads/440750-Mountain%20City6.jpg
Nerfix
August 28th, 2006, 10:44 AM
Good going, but that Caelian fort looks like a tough nut to crack. The gurus aren't your best mages I hope?
Daynarr
August 28th, 2006, 10:54 AM
Not even close. Kailasa has some really nasty mages.
Kristoffer O
August 28th, 2006, 11:16 AM
> I don't think the White Ones reincarnation has any game-play effects (like getting a free unit or something). I like to think that being reincarnated as a Markata is what happens to a Guru if they didn't lead a good enough life though
Of course it has an effect (unless some bug has appeared). The white one might reincarnate, in name and body (although the body might be a lesser or greater one, dependent on the karma of the white one). Or become one with the awakening god, increasing dominion.
okiN
August 28th, 2006, 11:42 AM
st.patrik said:
T'ien Ch'i has hired a group of fown spawn as mercenaries, and they are on my border.
Is this a new unit or just a typo of foul spawn? Also, are you forbidden to post combat screens or have you simply refrained from doing so because there hasn't been anything particularly interesting to show?
Kristoffer O said:
Of course it has an effect (unless some bug has appeared). The white one might reincarnate, in name and body (although the body might be a lesser or greater one, dependent on the karma of the white one). Or become one with the awakening god, increasing dominion.
That sounds great, thanks for clearing it up. Just to keep bugging you: how is the karma determined, does it actually depend on the actions of the White One or is it random?
Nerfix
August 28th, 2006, 12:52 PM
Kristoffer O said:
> I don't think the White Ones reincarnation has any game-play effects (like getting a free unit or something). I like to think that being reincarnated as a Markata is what happens to a Guru if they didn't lead a good enough life though
Of course it has an effect (unless some bug has appeared). The white one might reincarnate, in name and body (although the body might be a lesser or greater one, dependent on the karma of the white one). Or become one with the awakening god, increasing dominion.
That's pretty awesome.
st.patrik
August 28th, 2006, 12:52 PM
Kristoffer O said:
> I don't think the White Ones reincarnation has any game-play effects (like getting a free unit or something). I like to think that being reincarnated as a Markata is what happens to a Guru if they didn't lead a good enough life though
Of course it has an effect (unless some bug has appeared). The white one might reincarnate, in name and body (although the body might be a lesser or greater one, dependent on the karma of the white one). Or become one with the awakening god, increasing dominion.
oops! I guess I probably should have known that! sorry http://forum.shrapnelgames.com/images/smilies/redface.gif
st.patrik
August 28th, 2006, 12:58 PM
I haven't posted battle shots because I had already played to turn 8 or 9 before we got the go-ahead to for sure post screenshots. (I am playing ahead to make sure I have regular updates). There are some battle shots, and some more info on Kailasa's mages in the screenshot pipeline.
re. the fown spawn thing - that's a typo. I think I was thinking of a really bad pun on the word 'foul' - i.e. 'fowl' spawn (since they're employed by Caelum). But neither thing came out in the end.
st.patrik
August 28th, 2006, 01:01 PM
turn 7
Took the province from Caelum easily. Unfortunately they didn't attack the province I wanted them to, but instead the one I captured last turn. They have in their employ another mercenary band. This turn I will attack from two sides: both Devasura and the new group that Divya is bringing up from the capital.
Devasura finally became recognized as the hero he is.
In addition to my pincer attack I will send one of my yogis into the province in between, to bolster the defence there in case Caelum attacks.
T'ien Ch'i has pulled back from the border, so I will too. Besides I have a new job for Abhiviraja as the leader of the rapidly forming Bandar regiment.
Chabila died in enemy territory. I think he finally got bored and started throwing things. I recruited another Markata to scout in his place.
http://www.shrapnelcommunity.com/threads/uploads/440805-Devasura7.jpg
okiN
August 28th, 2006, 01:42 PM
Reckon you could make yourself an army of combat heroes by hiring some of those four-armed asskickers and equipping them with dual hell swords and other neato stuff? I'd love to see that. http://forum.shrapnelgames.com/images/smilies/happy.gif
Nicolai
August 28th, 2006, 02:26 PM
Interesting stuff, keep 'em coming.
Nerfix
August 28th, 2006, 05:05 PM
Only 22 hitpoints? Is he in postive or negative dominion?
Attack and def are great though. Looks like a quite powerful combatant!
Kristoffer O
August 28th, 2006, 05:13 PM
> does it actually depend on the actions of the White One or is it random?
If you murder a lot you'll end up in a warrior body.
okiN
August 28th, 2006, 05:39 PM
Kristoffer O said:
If you murder a lot you'll end up in a warrior body.
Heh, that sounds cool. Thanks for sharing, can't wait to try it out.
Nerfix
August 28th, 2006, 05:45 PM
Kristoffer O said:
> does it actually depend on the actions of the White One or is it random?
If you murder a lot you'll end up in a warrior body.
Can White One reincarnate as an animal?
st.patrik
August 28th, 2006, 06:03 PM
Nerfix said:
Only 22 hitpoints? Is he in postive or negative dominion?
Attack and def are great though. Looks like a quite powerful combatant!
he's in somewhat negative dominion. Normal HP = 28
What he needs is a great set of equipment, and then to be unleashed on my enemies http://forum.shrapnelgames.com/images/smilies/stupid.gif
st.patrik
August 28th, 2006, 06:07 PM
turn 8
Lots of battles. Somehow my troops commanded by Divya didn't manage to make it to the battle, but that ended up being ok. Caelum just left a token force there, and they were easily overrun. Instead of focusing their attack on one of my provinces like I thought they would they attacked all three. I lost the one Devasura just took (because he was en route to attack the other one), but with the other two I repulsed the attack with minimal losses. I'm glad I moved troops up with the Yogi because that province was attacked.
Since I now have three small armies I think I will combine them in one province and maybe siege his capital. That tends to draw the fire away from my provinces and towards trying to liberate his city.
This turn I am recruiting a Yaksha, even though the cost is great. I need another commander who is able to lead and bless the Yavanas. Abhiviraja is leading a contingent of Bandar North to join up with the main army. It is almost winter.
http://www.shrapnelcommunity.com/threads/uploads/440862-turn%208.jpg
st.patrik
August 29th, 2006, 12:55 AM
Turn 9
Disaster! The cowardly Caelians attacked my supply lines. Abhiviraja was travelling north with a small group of Bandar when a Caelian army attacked in force. Worst of all, the great hero Abhiviraja, after seeing so many of his brother apes fall, rushed into the fray and died a heroic death. Even his sacrifice was not enough to stem the tide though, and the province was lost. The foul Caelians used mercenaries to disguise their true motives, but nonetheless it is a Caelian flag that flies over Mazovia tonight.
But it will not end this way. Devasura will lead a force to cut off their supply line, and meet any reinforcements they should try to send. Divya the Guru will take a contingent of Yavanas and attack the current province these pathetic mercenaries are squatting in, and finally Boreda, my newly recruited Yakshini, will bring a group of Yavana to the province Caelum is most likely to attack next, in hopes of giving him an unpleasant surprise.
I need to bolster research - I'll get nowhere at this rate. I call on another Yogi, in addition to the regular set of Yavanas. Now if T'ien Ch'i can just stay quiet, and I can get my troops in position, maybe I can put some serious pressure on Caelum and win some fertile and rich provinces.
––––––––––––––––––––––––––––––––––––––––––––
Yakshinis are gifted in Water Magic, and a little Nature, and in this case, some Earth. More importantly right now, they are priests. Here's Boreda, wearing scandalously little. http://www.shrapnelcommunity.com/threads/uploads/440932-Boreda9.jpg
Nerfix
August 29th, 2006, 03:12 AM
Nice little empire you go there!
Hmm, the early Caelum flag looks....unusual. A sun? Aren't they cold-lovers in the start? Tell me something about them.
st.patrik
August 29th, 2006, 10:14 AM
turn 10
Everything went according to plan except for 2 small things: The mercenaries instead of attacking my weakest province (like I figured they would) attacked my capitol! Thankfully my provincial defence was enough to send them packing. My Markatas rushed towards the cowardly mercenary Ichtyids, after which they died (quite quickly) sacrificing themselves for the greater good. The happy by-product of this is that it is a lot quieter around the palace, and hopefully that means the yogis can figure out how to use some of these magical gems to call for reinforcements from other planes.
The second hiccup is that the Caelians attacked the province from which I launched the attack with another force, which (since I left the province all but empty) quickly overran my defences. I am sending Boreda the scantily clad Yakshini, and Divya the Guru up there to solve the problem, while Devasura hangs out defending the frontline province he's in. Next turn I will recruit a Yaksha and hopefully then I will have three fairly powerful raiding groups, which combined could storm the Caelian city.
Chabila's replacement, Balakrit, is heading south and investigating independant provinces near T'ien Ch'i. Hopefully he will provide some useful information, like that Vanheim and T'ien Ch'i are at war.
Nerfix
August 29th, 2006, 10:49 AM
For some reason I missed turn 9.
I believe that Boreda is the first lvl 1 priest I have seen so far. Interesting.
Best of luck against Caelum, but say, could you tell me what the Early Era (this is it right?) Caelum is like?
quantum_mechani
August 29th, 2006, 01:50 PM
Nerfix said:
I believe that Boreda is the first lvl 1 priest I have seen so far. Interesting.
Level 1 priests in dom3 are basically the same as lvl 2 ones in dom2, there was really no reason for the levels to start at two other than confuse new players. http://forum.shrapnelgames.com/images/smilies/wink.gif
st.patrik
August 29th, 2006, 02:31 PM
Nerfix said:
could you tell me what the Early Era (this is it right?) Caelum is like?
Early Era Caelum is before the time that the clans split apart, and instead of being ruled by the cold-resistant kind of Caelians is ruled by the Eagle Kings, one of which you'll see in an upcoming post.
st.patrik
August 29th, 2006, 02:33 PM
turn 11
Things are looking good. My Yogis finally unearthed some arcane lore of value (although limited value) in their research, and my armies managed to defeat the Caelians in the province they attacked. The Caelians did not offer a counter-attack.
This month I will consolidate my position, and perhaps assault the Caelum home province next month. I am sending Divya the Guru home from the front lines. He really isn't up to the exertion of combat. The funny thing is that he's 52 years old, which is getting on for a monkey, yet Boreda, who he's with at the moment, is 266 years old, yet looks like half his age. Devasura is 559 years old!
http://www.shrapnelcommunity.com/threads/uploads/441021-age%2011.jpg
On the way home Divya will check a couple of provinces for magic sites that might be hidden to the untrained eye. The best thing would be a site that would provide some astral pearls, which are the required sacrifice to entice more of the Yakshas to join the war in this corporeal world.
T'ien Ch'i once again has a few too many men for comfort on the border. I will send a Yogi down there with a few troops just in case.
st.patrik
August 29th, 2006, 02:38 PM
turn 12
One year has passed since I first became dimly aware of the world which in the future I will rule. A lot has happened since then: both of those who first stepped forward to serve me are dead - Chabila, murdered by orientals in the deep south, and Abhiviraja, killed by a band of vicious mercenaries hired by Caelum. Their blood will be repaid in like kind a thousand fold.
Yet their sacrifice has not been in vain: now my kingdom extends well beyond its initial bounds, and the cowardly Caelians are hiding in their supposedly impregnable mountain-top city. My frustration is primarily that I have not yet broken free to enter the fight personally. This month those sad pretenders who had been too lazy to do anything so far finally entered the world. Unfortunately those of us who have to overcome obstacles to break into the world are still imprisoned, held tantalizingly in view, yet unable to touch.
Militarily this month was quiet. The Caelians stayed home to lick their wounds; T'ien Ch'i wisely thought better of attacking. My military build-up continues, this time with the addition of Anuprabha, a Yaksha gifted even more than is normal with skill in Earth magic. He will lead a group of Yavanas up to the front line who will hopefully be enough to contain the miserable Caelians in their pathetic little coop. But I think he probably needs to wait another turn first, to wait for a few more troops.
Boreda is not just a pretty face - she found two magic sites while holding the front line! Actually I guess it's probably one really big magic site, since they both proclaim to be The Endless Forest. The important thing is that they give me some astral and nature gems.
I think the time has come to attack Caelum's home province. Devasura and Boreda will lead in their armies in, a process that is made easier by the ability to see what forces are moving into a province, even if they are coming from different locations (see screenshot below). They will co-ordinate their attack and hopefully beat the Caelian defence without too much trouble. If the can siege the city the Caelians will be on a defensive footing, which is exactly where I want them. I may even be able to persuade the local population to renounce their false god and turn to me willingly.
http://www.shrapnelcommunity.com/threads/uploads/441022-turn%2012%20coord.jpg
silhouette
August 29th, 2006, 02:39 PM
Thanks for posting your AAR here; it's a great way to preview.
Shall we start a Typo/Grammar thread already? In Yakshini, I assume that both those which left and stayed are plural, so "... the most powerful of them HAVE left this world...", and also "... the few that still LINGER on..."
Sill
st.patrik
August 29th, 2006, 02:41 PM
silhouette said:
Thanks for posting your AAR here; it's a great way to preview.
Shall we start a Typo/Grammar thread already? In Yakshini, I assume that both those which left and stayed are plural, so "... the most powerful of them HAVE left this world...", and also "... the few that still LINGER on..."
Sill
Actually this error has already been caught, though it may or may not have made it into the gold code.
Nerfix
August 29th, 2006, 02:54 PM
For some reason those stick holding monkeys are hilarious.
Good going for the first year. Let's hope Tien Chi won't get any odd ideas.
okiN
August 29th, 2006, 03:13 PM
Good going indeed, keep it up. I expect to see screens of the assault on the Caelian capital soon. http://forum.shrapnelgames.com/images/smilies/wink.gif
st.patrik
August 29th, 2006, 05:05 PM
turn 13
Success! my forces swept aside the pitiful defence the Caelian militia put up without losing a single man (or monkey). I immediately raised their taxes to 200% and sent Devasura on a blood hunt. That should make the people so angry that they won't be of much use to the Caelians even if they shouldbe able to kick us out. It looks like they only have one other province left. If I can manage to take that, then I'll be in good shape.
Unfortunately I couldn't send Anuprabha up north this month, because T'ien Ch'i once again has a large force on my border - one that is in fact much larger than previous times - the reports of the scared citizens who live along the border suggest an army 120 strong. So I diverted Anuprabha south instead, to make sure that should T'ien Ch'i be foolish enough to attack they will be taught a sharp lesson. Even though I have less troops than T'ien Ch'i, I am confident my Yavanas will scythe through them like wheat.
http://www.shrapnelcommunity.com/threads/uploads/441051-13%20shot.jpg
Research is finally beginning to look almost respectable, with 5 Yogis working round the clock. Hopefully they will get somewhere soon.
Nerfix
August 29th, 2006, 05:11 PM
120 composite archers judging from the small figures. How odd. Let's hope they won't get stupid ideas...what are you researching BTW?
okiN
August 29th, 2006, 05:24 PM
Such a huge crowd of missile troops could wreak havoc on your unarmored soldiers. I'm scared. http://forum.shrapnelgames.com/images/smilies/frown.gif
st.patrik
August 29th, 2006, 06:59 PM
Turn 14
Everything is proceeding according to plan. Caelum launched three fruitless attacks against me: two sets of 'Call of the Winds' in two different provinces, and then a pathetic attempt to dislodge me from his city with regular forces. Devasura captured 6 blood slaves, which upset the people. That and the increase in taxes left the province pretty unhappy with their overlords.
T'ien Ch'i did not attack, but instead took the indy province which borders both of us. This is unfortunate because it gives me a larger border to defend, but a lot better than a declaration of war. Balakrit has found the border between T'ien Ch'i and Vanheim, and is hanging out in an independant province hoping to see some action. Just so long as he doesn't join in that's ok.
With the extra money from putting Caelum's taxes at 200% I am able to afford another Yaksha, as well as my standard purchase of Yavanas. I am hoping to get one with extra Nature magic, because if so he will be able to summon his brethren from outside this world to aid us - that is as soon as I find the formula for the incantation. Those Yogis are only doing a so-so job figuring that stuff out.
http://www.shrapnelcommunity.com/threads/uploads/441112-14.jpg
st.patrik
August 30th, 2006, 12:57 AM
Turn 15
More of the same this month: Caelum made another (feeble) attempt to break my siege. I captured another 11 blood slaves and now the people are getting well and truly mad. Things are stable with T'ien Ch'i. My newly recruited Yaksha is very good at Earth magic, but not as good at Nature as I had hoped. I am going to send him north to capture the mostly empty remaining Caelum province, and build some temples, to try to persuade the people there that their worship of this Caelian so-called 'god' is misguided. In the mean time Divya the Guru is continuing to search for magic sites. I need to build up my military for the inevitable war with T'ien Ch'i. Maybe take a few more independant provinces to increase the income somewhat. Anuprabha is bouncing back and forth along the border, to give the impression of large troop movements to any T'ien Ch'i observers who might be watching.
Gah! I just realized that instead of recruiting Yavanas last turn I recruited Guhyakas! Not a terribly big deal, just that the Guhyakas carry a spear (so do less damage) and are less effective at both attack and defence. Oh well.
http://www.shrapnelcommunity.com/threads/uploads/441185-Guhyaka.jpg
st.patrik
August 30th, 2006, 01:06 AM
I just realised that I never posted a shot of my unit of choice, the powerful Yavana. Well, here he is:
http://www.shrapnelcommunity.com/threads/uploads/441187-Yavana.jpg
With my water 9 astral 4 blessing he gets +4 def, which takes him to a whopping 18. Between the high defence and the awe effect these guys take very little damage in melee. They also have 2 attacks, one of which is capable of doing quite a lot of damage, so their damage output is impressive too. They just really have to stay away from missile weapons. http://forum.shrapnelgames.com/images/smilies/happy.gif
Nerfix
August 30th, 2006, 08:07 AM
Did anyone notice how there's this odd big eagle amongs those smaller ones?
And yup. Stick monkeys...*chuckle*
Guhyakas and Yavana's ook like solid units. Not much of a resource cost and good stats. Nice.
st.patrik
August 30th, 2006, 11:01 AM
The big hawk is the leader.
These guys are one example of sprites that have been remade. They look way better than the hawks from Dom II (IMHO).
st.patrik
August 30th, 2006, 11:10 AM
Turn 16
Again an uneventful turn. Another 5 blood slaves. I wonder if Caelian virgins have wings...
Caelum didn't even try a counter-attack this turn. Ananda is moving north towards the lone Caelian province. Devasura is turning his attention from blood hunting to preaching. Anuprabha is searching to see if the border provinces have any secret magical sites. I am recruiting another Yakshini to help with research and site searching.
All is quiet...
Nerfix
August 30th, 2006, 11:32 AM
Is it calm before storm? Dun dun dun!!
JaydedOne
August 30th, 2006, 11:45 AM
These AARs are -very- enjoyable. Thank you for the effort in putting them together. They make the wait for Dom3 release both more and less bearable at the same time. ;-)
JaydedOne
August 30th, 2006, 11:47 AM
Kristoffer O said:
> I don't think the White Ones reincarnation has any game-play effects (like getting a free unit or something). I like to think that being reincarnated as a Markata is what happens to a Guru if they didn't lead a good enough life though
Of course it has an effect (unless some bug has appeared). The white one might reincarnate, in name and body (although the body might be a lesser or greater one, dependent on the karma of the white one). Or become one with the awakening god, increasing dominion.
Really, it's the little touches about this game I love the most. They give it flavor that just can't be beat.
Very, very cool.
st.patrik
August 30th, 2006, 11:55 AM
JaydedOne said:
These AARs are -very- enjoyable. Thank you for the effort in putting them together. They make the wait for Dom3 release both more and less bearable at the same time. ;-)
you're welcome http://forum.shrapnelgames.com/images/smilies/happy.gif
Agrajag
August 30th, 2006, 03:25 PM
Nerfix said:
Guhyakas and Yavana's ook like solid units.
Now I'm wondering if that's intentional or not http://forum.shrapnelgames.com/images/smilies/happy.gif
Nerfix
August 30th, 2006, 03:53 PM
Eh, it's unintentional.
WraithLord
August 30th, 2006, 04:38 PM
st. patric, this is a very enjoyable AAR, thanks for posting it.
st.patrik
August 30th, 2006, 05:19 PM
Turn 17
I was worried this month when the first scattered reports came in: people from my border with T'ien Ch'i reported an attack. Upon further investigation I found out that there was indeed an attack, but it was a magical attack of black hawks sent by Caelum! Thankfully I was able to beat off the attack easily - Anuprabha was in the province at the time searching for magical sites and organized the defence. This did not prevent him from completing his search: he found a particularly productive farm (able to feed 50 soldiers), and a mineral cave producing a small amount of earth gems.
I got my first look at the Vanheim war machine this turn: Balakrit witnessed Vanheim taking over an independant province. It was an interesting fight - a horde of Van Hirdmen against a troupe of war elephants. I thought the elephants were going to take it, but there were just too many Hirdmen in the end.
http://www.shrapnelcommunity.com/threads/uploads/441365-17battle.jpg
Ananda has worked his way north by now and is preparing his attack on Caelum's last free province. Should be a cake-walk. Devasura's preaching reduced Caelum's dominion in their home province from 8 to 7 - still a long way to go. My new Yakshini, Asisa, arrived, but I am giving her the task of helping the Yogis with their research this month. Next month she will lead out a contingent of Yavanas to the border with T'ien Ch'i.
Nerfix
August 30th, 2006, 05:24 PM
It's a Vanir human wave! =O
Good going. So, when are you going to make a final move against Caelum?
st.patrik
August 30th, 2006, 10:26 PM
Turn 18
This month my Yogis, under the watchful eye of Asisa, discovered how to call Apsaras into the world. Apsaras are divine nymphs who dance for the gods. They can however be convinced to come down to this world if the proper incantation is known, and the appropriate magical gems are sacrificed. Now this ritual is known I am recalling Divya to the capital, because he is the only one who can cast this ritual.
I took over Caelum's last free province, although the resistance was stiffer than I thought it would be. I lost 4 men in the attack, though it is worth it because now Caelum only consists of a beleaguered few, huddled in their city, food running out, without hope of being saved. Devasura's preaching again succeeded in reducing the people's confidence in the false god of Caelum.
Ananda is building a temple, which is an expensive enough undertaking (400 gold) that I can recruit relatively few troops this turn. Asisa, now that her research has paid off, is heading south to patrol the border and look for magical sites along it. Anuprabha is doing the same kind of thing - patrolling and searching.
For the next few turns building temples is the most important thing. Since I haven't seen Caelum's god yet, it is possible that he/she is imprisoned in much the same way I am, in which case I may be able to destroy her people's faith in her before she escapes. It would be unfortunate to have to deal with a huge Manticore or Dragon in a few turns time. That could get ugly. So yes, preach to the people to change their ways, and who knows - maybe we can avoid a bloody end to this.
––––––––––––––––––––––––––––––––––––––––––––
Here is the spell screen. The Spells in blue are national spells which are particular to the nation you're playing.
http://www.shrapnelcommunity.com/threads/uploads/441430-18conj.jpg
ioticus
August 30th, 2006, 10:44 PM
Wow, surprised to see the summon elemental spells are now only Fire 1, Air 1, and Earth 1. Should lead to some nice elemental spam.
Nerfix
August 31st, 2006, 01:27 AM
ioticus said:
Wow, surprised to see the summon elemental spells are now only Fire 1, Air 1, and Earth 1. Should lead to some nice elemental spam.
Yep, that's quite suprising.
Apsaras eh, can we get a screenie when you summon them? And what are those "Amphiteres"?
st.patrik
August 31st, 2006, 01:45 AM
Turn 19
Everything Quiet. Ananda built a temple, and immediately the devotion to the false god of Caelum went down in the province. Devasura is continuing to preach but has not yet swayed public opinion decisively, even though unrest is very high. Asisa has arrived on the front line and is deploying her troops and searching for magic sites. The next few turns are playing the waiting game - building temples and preaching, and watching my dominion slowly grow. After this I will turn my attention to T'ien Ch'i.
st.patrik
August 31st, 2006, 01:51 AM
Nerfix said:
Apsaras eh, can we get a screenie when you summon them?
Definitely
And what are those "Amphiteres"?
They are flying serpent-things which breathe poison
st.patrik
August 31st, 2006, 01:53 AM
Turn 20
Caelum once again sent a flock of hawks to attack my border province with T'ien Ch'i! And once again they were beaten off handily. Also, an ill omen was seen (allegedly) in Caelum's capital, and some of my troops were cursed! I think the ill omen was more for him than me - as in 'you are soon going to all be dead'.
Divya has made has way back to the capital and is setting up the ritual to call some Apsaras. Ananda is building another temple adjacent to Caelum's capital. Everything else is quiet.
Below is a map showing the extent of my empire, including the Caelian capital under siege.
http://www.shrapnelcommunity.com/threads/uploads/441451-20map.jpg
Nerfix
August 31st, 2006, 09:11 AM
Hmm, have you considered snatching some neutral provinces to help your war efforts? Or is it not worth it?
Also, do you plan to use the harvested blood slaves for something?
st.patrik
August 31st, 2006, 12:04 PM
Yeah, I am going to take those remaining indys now that I have Caelum boxed up.
re. blood slaves, I don't really have specific plans for them just yet... Maybe I will try to forge something fun later on.
st.patrik
August 31st, 2006, 12:06 PM
Turn 21
Three beautiful Apsaras answered the call and are being entertained in the palace as we speak. Being basically dancing girls they aren't really armed per se, though they have a strong aura of awe (+3) and tend to inspire the (male) Yavanas to do great deeds in battle. I told Divya to do the ritual again.
False belief went down in the province I just built a temple in, but true belief in me has not increased in the other temple province. It seems they need time to make a decision about which god they will follow. Worse still, belief in this false god of the Caelians actually went up in their home province! This despite Devasura's eloquent and rational explanation of why it would be a better idea to serve and follow me!
Ananda is moving into the last province that is adjacent to Caelum's capital to build a temple there. Hopefully these temples will encourage a wise course of action (namely following me).
http://www.shrapnelcommunity.com/threads/uploads/441507-apsaras21.jpg
st.patrik
August 31st, 2006, 12:38 PM
Turn 22
Caelum AGAIN sent hawks against the same border province. Clearly Caelians are a little mentally challenged, either that or the hawks really love that one province. Needless to say I drove them off easily. They also sent hawks against another province, which was slightly less well defended, but thankfully my militia did their job and managed to make the hawks fly away.
Divya called up a few more Apsaras. I recruited a new Yaksha (Arana) to take them and the reinforcement Yavanas down to fortify the line. I think I wil leave an Apsara or two in each squad, to motivate the soldiers to do their best.
Asisa found a very helpful site in her searching that had eluded others: Rustwater. It looks to be some kind of Geyser which produces magical water, earth and fire gems.
Ananda is building a temple. belief in the false god went down in the province I built a temple in last month, but other than that no change.
Nerfix
August 31st, 2006, 01:18 PM
Apsara...hmm, kick and holy. Fire 9 bless for Flaming Punches? http://forum.shrapnelgames.com/images/smilies/tongue.gif
st.patrik
August 31st, 2006, 02:01 PM
Turn 23
Very little happening. Belief in the false Caelian god fell a little. Ananda is now preaching - trying to explain why I am the smart choice for godhood.
st.patrik
August 31st, 2006, 02:05 PM
Turn 24
Another uneventful month. Everyone has been quiet this winter.
Caelum threw some more hawks at me. Belief in him wavered several places. I recruited more troops. I waited patiently.
I guess while I am sitting around waiting for the Caelians to lose faith in their god I will build up an expeditionary force and take some more independant provinces. The border with T'ien Ch'i is strong enough to withstand a medium-sized assault, so I feel fairly secure...
Two years so far and I am still not free of my chains. Still, I am happy with my troops' progress: we have dominated one of the nations that compete for mortals' attention, and even though those mortals haven't yet given us their attention the end is in little doubt. Ghanivallika will conquer all!
st.patrik
August 31st, 2006, 02:06 PM
Turn 25
All the provinces bordering Caelum's capital have given up faith in him. They have not yet embraced faith in me, so I guess you could call them atheists. This is an important step forward though.
Arana is taking what troops I have north, to exchange a few with Ananda. Then he will start a campaign against the remaining independant provinces.
I am recruiting another Yakshini in hopes that she will be skilled enough in nature magic to summon up more of her kind. I have a stockpile of nature gems that I could turn into Yakshas and Yakshinis if I only had the mage with skill enough to perform the ritual.
st.patrik
August 31st, 2006, 02:07 PM
Turn 26
Balakrit, my Markata scout, witnessed some barbarians attacking Vanheim in the deep south of the world. In the fight was Sinfjotle, Vanheim's prophet, who is a hero impressive enough that I could wish he were fighting for Kailasa. His toughness is legendary, not to mention his incredible strength, and skill at both attack and defence.
http://www.shrapnelcommunity.com/threads/uploads/441533-vanheimprophet26.jpg
In Kailasa itself things are less exciting. Arana is working his way north to attack independants. The Yakshini I summoned doesn't know enough nature magic to be helpful, so she has been given the job of helping the Yogis with their research. Otherwise things are stable and frankly uninteresting. Now if I were actually able to be present in the world things would be different...
Oversway
August 31st, 2006, 02:37 PM
Three Apsaras for how many gems? They don't seem that great, especially since you can recruit sacred troops that have better equipment. Ok, they don't have the 'standard' ability but 13 morale + 3 for blessing (if that hasn't changed in dom3) means you aren't going to route much anyways...
st.patrik
August 31st, 2006, 02:49 PM
3 for 3 gems - so they're not too pricey.
They have higher awe as well as the standard effect. The standard could be useful particularly when they are combined with weak-willed monkeys...
Oversway
August 31st, 2006, 02:54 PM
Well I'll be reading this AAR faithfully to see how you use them. Thanks for doing this, its excellent.
st.patrik
August 31st, 2006, 04:13 PM
Turn 27
Breakthrough in research! My yogis, under the watchful eye of Ahana the Yakshini, have discovered how to call a group of Gandharvas! Gandharvas are warrior musicians of the same race as the Yakshas. I am instructing Divya to begin the ritual immediately!
Vanheim's lands appear to be very extensive. He has at least two strongholds that I have discovered so far. He may be the hardest of my opponents.
Arana traded roles with Ananda. Since Ananda has more experience he will lead the assault on the independant provinces, while Arana preaches with a small bodyguard of Guhyakas. Ananda is moving his troops up to the Caelian capital, where he will confer with the prophet Devasura before heading west to take the lands on the northern coast.
http://www.shrapnelcommunity.com/threads/uploads/441560-27map.jpg
Nerfix
September 1st, 2006, 09:50 AM
Warrior musicians? Bards? http://forum.shrapnelgames.com/images/smilies/tongue.gif Show them!
Good going...it's almost three years too!
st.patrik
September 2nd, 2006, 01:03 AM
Nerfix said:
Warrior musicians? Bards? http://forum.shrapnelgames.com/images/smilies/tongue.gif Show them!
but i haven't summoned them yet...
st.patrik
September 2nd, 2006, 01:07 AM
Turn 28
Six Gandharvas answered my call. Gandharvas, unlike Yavanas, wear armour. All around pretty impressive. Add the water blessing and you have a very impressive warrior, especially for Early Era.
http://www.shrapnelcommunity.com/threads/uploads/441925-Gandharva28.jpg
Also I finally found a Yaksha who is able to summon others of his kind: Candakirana. For 25 Nature gems I can call another Yaksha to join me. This is good, since if I want to recruit one I would have to pay 360 gold. I will soon have plenty of semi-divine mages to carry out my bidding.
Ananda is crossing the border as we speak into the independant province next to Caelum's capital. He has a force of 10 armoured Bandar apes, and 30 Yavanas divided into 2 squads with orders to outflank the enemy. I expect no trouble.
I had decided that as soon as the next breakthrough in research is complete I will direct the yogis attention to the science of Construction. I want to outfit my (expensive) commanders with items that will make them likely to live longer. After all, if Boreda the Yakshini is any guide, they have at least another 230 years before they hit old age.
Ballbarian
September 2nd, 2006, 02:39 AM
Just curious, but do the summoned Yaksha cost the same amount in upkeep as the hired ones? Oh, and while I'm on the subject of upkeep, is math still required or does the UI display upkeep for a given unit somewhere? It may be that I have seen a screen and missed that detail???
okiN
September 2nd, 2006, 04:52 AM
Wow, those Gandharvas are regular hard boys. The AI doesn't stand a chance! http://forum.shrapnelgames.com/images/smilies/happy.gif
Agrajag
September 2nd, 2006, 08:26 AM
Ballbarian said:
...Oh, and while I'm on the subject of upkeep, is math still required...?
Not that I have any idea, but "Divide by 15" isn't such difficult math http://forum.shrapnelgames.com/images/smilies/tongue.gif (neither is "If Holy, Divide by 30")
Nerfix
September 2nd, 2006, 09:39 AM
How many Gandharvas for how many gems the spell summons?
st.patrik
September 2nd, 2006, 11:07 AM
I would assume that summoned Yakshas/Yakshinis cost the same upkeep as recruited ones. As to upkeep costs, you still need to do math for the individual units as far as I can tell.
You get 6 Gandharvas for 18 astral pearls, so 3 pearls per Gandharva. I think this is about right - it means you can get a small elite force, but you can't flood the field with them.
Personally I think they pretty much rock, especially considering that in early era there are almost no prot 17 units - armour that thick just doesn't exist yet. So these guys stand out.
st.patrik
September 2nd, 2006, 11:09 AM
Turn 29
Took over the independant province easily, although I may need to reposition Ananda - I'm not sure he was close enough to the second group of Yavanas to bless them. Here's a shot of the action:
http://www.shrapnelcommunity.com/threads/uploads/441984-29battle.jpg
In other news, Caelum sent some more hawks my way (when will he learn?). I guess there's not much else he can do right now. Also, whether by accident or attack I do not know, but somehow there was an earthquake in one of my provinces, which destroyed my temple there. Frustrating setback. Arana must now go back there and build another one. It's an unlucky province, which may have something to do with it.
The Yaksha that answered Candakirana's call, Asamati, is somewhat skilled in Astral magic, which is unusual for a Yaksha. I have heard tell of a powerful spell which, when invoked, sends great meteors crashing into the ranks of one's enemy. I believe that Asamati may be uniquely gifted to exercise this arcane power. However, I have no idea of the specifics of the incantation. Maybe I will task my Yogis on researching this rather than Construction.
Divya called up more Gandharvas this turn. They can withstand frontline action, even including the arrows T'ien Ch'i is likely to use.
Ananda is pausing in his tour of Independant territories to build a temple. Now all that is needed is for these bars that restrain me to crumble and let me come in person to oversee my people.
Nerfix
September 2nd, 2006, 11:17 AM
Gift from Heaven eh? You think it's worthwhile to purse it?
And a setback, nasty.
st.patrik
September 2nd, 2006, 11:21 AM
Gifts from Heaven is a great anti SC spell, although that's more important in MP play than SP. However, I do want my Yakshas and Yakshinis to be able to be able to cast some enemy-damaging spells - blade wind, falling frost, gifts from heaven, etc.
Nerfix
September 2nd, 2006, 11:24 AM
st.patrik said:
Gifts from Heaven is a great anti SC spell, although that's more important in MP play than SP. However, I do want my Yakshas and Yakshinis to be able to be able to cast some enemy-damaging spells - blade wind, falling frost, gifts from heaven, etc.
Have they changed it's precision? I remember that it required crazyinsane Prec buffing before it hit a thing in Dom 2.
But yeah, evocation is often useful.
Ballbarian
September 2nd, 2006, 11:26 AM
Ah. Disappointed that individual unit upkeep is not displayed, and indifferent to summons vs hired upkeep.
Thank you st.patrik for satisfying my curiosity.
(btw Agrajag, I have no problem doing the math, but I knew that Illwinter has gone to great lengths to make the UI and game mechanics more accessible to new players and thought this feature might have been added.)
Nerfix
September 2nd, 2006, 11:28 AM
Yeah, showing unit upkeep cost would have been good.
Maybe something for the patch.
st.patrik
September 2nd, 2006, 12:11 PM
Turn 30
Caelum's dominion stubbornly refuses to die. Belief in his capital is stronger than ever. Still, the worst he can do is throw out some hawks now and again, so I'm not too worried.
Ananda is attacking the next independant province; Arana is building a temple to replace the one that fell down in the earthquake. Unfortunately all these temples really cost a lot, so I don't have much money for troops.
I'm sending Asamati north east to attack the indepedant provinces to the east of the great forest. He'll give the Gandharvas their first taste of combat. Candakirana summoned another Yaksha skilled enough to cast the meteor-calling incantation.
Short term plans are to take all remaining independant provinces. Medium term plans are to equip a force capable of taking out T'ien Ch'i or Vanheim, and still defend the homelands. I will need to outfit my commanders, research some damaging battlefield spells, and recruit a bunch more troops to do this. Long term: take over the world.
Nerfix
September 2nd, 2006, 12:14 PM
Sounds like good plans.
How much money you are making per turn?
st.patrik
September 2nd, 2006, 12:15 PM
Turn 31
Well this is really too funny: Caelum just sent me a message telling me that he has decided to declare war on my nation! It must have taken him months to figure out that that was a good idea! http://forum.shrapnelgames.com/images/smilies/happy.gif
I guess maybe the difference this turn was that he sent hawks against my capital, rather than some random other province.
Ananda took the independant province to the west and discovered Vanheim. In fact, combined with the reports of Balakrit it would appear that our friends to the south, particularly T'ien Ch'i, have been very busy. Ananda is staying put and searching for some magic sites while I ponder what to do with him.
Asamati reaches the first of the independant provinces to the east next month. Apparently heavy cavalry have been seen there, which will be a new challenge. I am confident Asamati will acquit himself well.
I sense I am near a breakthrough with my research team of Yogis, so I am tasking some of them to the study of Evocation - direct damage to my enemies sounds like a useful thing for my Yakshas and Yakshinis to be doing while they are staying towards the back of the fight.
http://www.shrapnelcommunity.com/threads/uploads/442007-31map.jpg
Nerfix
September 2nd, 2006, 12:18 PM
Tien Chi looks worryingly big.
st.patrik
September 2nd, 2006, 12:20 PM
You'll also notice that he's been building castles - one of the new (and most-requested) features of the AI.
st.patrik
September 2nd, 2006, 12:25 PM
Turn 32
Mostly good news this month: the yogis have made a breakthrough in their research - they have discovered the incantation required to summon a Kinnara. However, Divya informs me that he is not skilled enough in Astral magic to complete the ritual, and he is the most skilled mage I have in that path of magic. I will have to complete the ritual myself, once I am free of this prison.
Ananda found a farm which produces a huge amount of supplies, so I need have no worries about my army starving while in that province. Asamati led his Gandharvas and Yavanas to an easy victory over the independant heavy cavalry.
http://www.shrapnelcommunity.com/threads/uploads/442012-32%20battle.jpg
The only real bad news is that yet another earthquake occurred, destroying another temple. If this continues I will become quite perturbed.
It would appear that Vanheim and T'ien Ch'i are at war: Balakrit informs me that Vanheim is sieging one of T'ien Ch'i's fortresses (specifically a Swamp Fort). He's moving closer to the action to gather more info.
Asamati is continuing his campaign against the independant provinces this month. Two additional provinces require his attention. Ananda is going to preach on the western frontier. Arana is traveling to the now temple-less province to direct the rebuilding efforts. Devasura continues to preach on the Caelian capital, hopefully with some effect. Asisa and Anuprabha hold the southern frontier. Kailasa grows stronger while Vanheim and T'ien Ch'i weaken each other.
Sindai
September 2nd, 2006, 01:26 PM
Is that the amount of damage being inflicted in those numbers rising over the units? That looks pretty cool; a certain amount of transparency in the battle mechanics would be welcome.
Daynarr
September 2nd, 2006, 01:31 PM
Yeah, you see all damage done in battle by both normal or magic damage. Poison included.
Agrajag
September 2nd, 2006, 01:54 PM
Ohhh, turn 32, you should be escaping your prison soon.
Nerfix
September 2nd, 2006, 02:09 PM
Nice Gandharva regiment you got there! How easy is it to summon them?
And Kinnara? What are they?
Any chance of getting screenies of new spells? http://forum.shrapnelgames.com/images/smilies/happy.gif
And Yogis, you've mentioned them but we've only seen a Guru...
st.patrik
September 2nd, 2006, 03:13 PM
re. Agrajag - I hope I will be escaping soon. It's a long time to be without your god!
Gandharvas require skill of 2 Astral to cast, so any guru can do the ritual
Kinnara you will see as soon as I can summon one
and finally here's a picture of a yogi:
http://www.shrapnelcommunity.com/threads/uploads/442055-yogi.jpg
st.patrik
September 2nd, 2006, 04:40 PM
Turn 33
An arena death match has just been announced. I have the opportunity to send one champion to vie for the prize. After much deliberation I have decided to send a recently recruited Yaksha by the name of Carusara. Carusara is a gifted individual, but unfortunately the yogis haven't yet come up with too many useful duel-like spells. I guess he'll have to make do.
Devasura would likely be more effective, but his loss would be awkward right now, whereas Carusara is a little more expendable. Of course that's not the story I'm telling him...
My instructions are for him to summon an Earth Elemental, and then bless himself, but after this, press ahead and attack. I am going to load him up with earth gems to make sure he doesn't get fatigued.
Other than this event things are pretty stable. Asamati is attacking the last of the independant provinces next month, and then it will be time to gear up for invasion of one or other of my unsuspecting neighbours.
st.patrik
September 2nd, 2006, 04:51 PM
*placeholder*
st.patrik
September 2nd, 2006, 04:53 PM
Turn 34
I swear the death match was rigged! Somehow I got put in fighting Caelum first thing. I summoned my earth elemental, he summoned an air elemental. So far so good.
http://www.shrapnelcommunity.com/threads/uploads/442005-mevscaelum34.jpg
I blessed myself in preparation for the attack, he summoned another air elemental. Things still might have been alright had Carusara gone all the way to the rear before cutting across to attack, but instead he decided he would attack the air elementals. While he was on his way the Caelian summoned a third air elemental, and at that point Carusara's fate was well and truly sealed.
http://www.shrapnelcommunity.com/threads/uploads/442063-mevsCaelum2.jpg
Here is the culprit - one of Caelums dirty Eagle Kings. Now I'm really mad.
http://www.shrapnelcommunity.com/threads/uploads/442067-Caelumhero34.jpg
After this T'ien Ch'i entered the arena against Caelum. I guess the Caelian (may his name never be uttered until he is dead) had used all his good gems on killing Carusara, so all he had left was small water elementals to buffet the noble that T'ien Ch'i sent in to the arena.
http://www.shrapnelcommunity.com/threads/uploads/442065-Tienchicaelum34.jpg
The noble managed to take out the elementals, and had a long duel with the Caelian, throwing magical attacks against each other, until in the end the noble from T'ien Ch'i lost his nerve and retreated from the field, which of course is a win for Caelum.
Vanheim did not send a representative.
I will be presenting the judges with an official complaint - I'm sure that they were bribed to allow the Caelian to attack me first, rather than after his strength was depleted!
Back home in Kailasa, Asamati took the last independant province around these parts, and now is heading home. I need to decide if it's going to be T'ien Ch'i I attack or Vanheim...tough decision.
Nerfix
September 2nd, 2006, 06:07 PM
Ouch! Caelum may have lost on the field but they won in the arena. That Eagle King sure looks nasty.
I would recommend Tien Chi. Unless Vanehim is losing really badly to them you might be able to break Tien's power.
Sindai
September 2nd, 2006, 06:58 PM
Yeah, how much of that is random picks? 7 magic plus 2 holy is pretty amazing.
ioticus
September 2nd, 2006, 07:33 PM
Are arena matches worthwhile now? What is the prize? Does the AI still send its pretenders foolishly into battle?
DominionsFan
September 2nd, 2006, 08:40 PM
ioticus said:
Are arena matches worthwhile now? What is the prize? Does the AI still send its pretenders foolishly into battle?
Hopefully the AI wont send his pretenders to the Arena in Doms 3...or if it is sending them to fight there, this can be easily "fixed" in a Doms 3. patch, so that the AI wont use pretenders in the Arena.... I mean it looks like an easy programming job to ban the AI pretenders from the Arena battles. http://forum.shrapnelgames.com/images/smilies/cool.gif
st.patrik
September 2nd, 2006, 09:19 PM
I'm not sure how much of the eagle king's magic is random picks... but this is early era (which is magic-heavy) and he is one of the elite, so that's why his magic is so high.
st.patrik
September 2nd, 2006, 09:21 PM
Turn 35
All peoples praise your god! Finally after almost three years of terrible struggle I am free to take my people to victory! Now the earth will shake and the peoples tremble, for I, Ghanivallika, have come.
sure I have blue skin - what of it?
http://www.shrapnelcommunity.com/threads/uploads/442145-god35.jpg
My first act will be to summon a Kinnara - a ritual none of my mages were able to perform. Then we must plan for war. Asamati is already on his way back, and the Yakshini I recruited last turn has the skill to summon more like herself. I will start to build an army, and then we shall march!
fahdiz
September 3rd, 2006, 01:10 AM
st.patrik, many MANY thanks for this AAR. (Dunno if you remember me - you hosted the first MP Dom II game I ever played. http://forum.shrapnelgames.com/images/smilies/laugh.gif ) Great writing, great use of screenshots, great information.
I can't wait for this game; I think I'll probably explode attempting to try out all the new races.
st.patrik
September 3rd, 2006, 03:28 AM
fahdiz said:
st.patrik, many MANY thanks for this AAR. (Dunno if you remember me - you hosted the first MP Dom II game I ever played. http://forum.shrapnelgames.com/images/smilies/laugh.gif ) Great writing, great use of screenshots, great information.
I can't wait for this game; I think I'll probably explode attempting to try out all the new races.
Yeah I remember you! I didn't know you were still coming around these parts.
thanks for the compliments http://forum.shrapnelgames.com/images/smilies/happy.gif
okiN
September 3rd, 2006, 05:55 AM
Booyah! That's one tough-looking lady! I reckon the foe will be pretty helpless when you decide to take her out for walkies. http://forum.shrapnelgames.com/images/smilies/happy.gif
Endoperez
September 3rd, 2006, 06:31 AM
okiN said:
Booyah! That's one tough-looking lady! I reckon the foe will be pretty helpless when you decide to take her out for walkies. http://forum.shrapnelgames.com/images/smilies/happy.gif
Her Awe probably comes from Dominion 10. I think it's Lady of Love and not of Fortune that starts with Awe.
Also, the awesome defense value comes from Water 9 - it increases defense now that it doesn't allow a mage to go underwater. That also happens to make her special ability more important.
Nerfix
September 3rd, 2006, 08:05 AM
Eh, Water always increased defence of the mage.
Kristoffer O
September 3rd, 2006, 10:36 AM
> Eh, Water always increased defence of the mage.
Actually it didn't. High water magic on the pretender gave defence-blessing, but it never gave mages any bonus.
Nerfix
September 3rd, 2006, 10:40 AM
Kristoffer O said:
> Eh, Water always increased defence of the mage.
Actually it didn't. High water magic on the pretender gave defence-blessing, but it never gave mages any bonus.
But I thought the passive magic blurb for Water said it improves defense? http://forum.shrapnelgames.com/images/smilies/confused.gif
st.patrik
September 3rd, 2006, 10:44 AM
Turn 36
Caelum is getting cocky; he launched 4 sets of hawks at me. Of course, none were effective. In addition, I discovered a scout from T'ien Ch'i sneaking around my lands, for some reason wearing a magical armour made from shambler skins. Needless to say I killed him and took his armour.
After much waiting, the mountain city of Caelum is finally breached. I guess I might have to storm it, since I can't seem to persuade the people to abandon their lost cause. Maybe I will send in a cheap commander to see the field of battle...
The Kinnara Brahmakunda answered my call. He will be a perfect messenger, and perhaps long-range attacker, if I can equip him correctly. I am making a big push to research appropriate battle magic this month. I need to start moving towards T'ien Ch'i's border.
http://www.shrapnelcommunity.com/threads/uploads/442250-kinnara36.jpg
Nerfix
September 3rd, 2006, 10:48 AM
Gotta say it, Kinnara looks pretty unusual. Do you have any idea how many national summons there are per nation? Does it vary by eras`?
st.patrik
September 3rd, 2006, 10:51 AM
It varies how many there are per nation - some nations have very few, some have a whole set of unique recruitables. Kailasa has more than most. If you wait around you'll see me summon some more.
Nerfix
September 3rd, 2006, 11:22 AM
But all have them?
Endoperez
September 3rd, 2006, 01:56 PM
Nerfix said:
But all have them?
Kailasa can research the national spells of later ages. (Some other nations, like Agartha, won't have access to all of their national spells in all ages.) However, I'm not sure if St Patrik can summon e.g. Nagas which will take control of the apes in Late Age.
Nerfix
September 3rd, 2006, 01:59 PM
Well duh, of course nations can't cross-summon spells but I'm interested if all around 60 nations have nationa spell. http://forum.shrapnelgames.com/images/smilies/tongue.gif
fahdiz
September 3rd, 2006, 02:04 PM
st.patrik said:Yeah I remember you! I didn't know you were still coming around these parts.
thanks for the compliments http://forum.shrapnelgames.com/images/smilies/happy.gif
Well, I'm back now that Dom 3 is coming out. http://forum.shrapnelgames.com/images/smilies/laugh.gif We'll have to hook up for some more MP.
Endoperez
September 3rd, 2006, 03:46 PM
Nerfix said:
Well duh, of course nations can't cross-summon spells but I'm interested if all around 60 nations have nationa spell. http://forum.shrapnelgames.com/images/smilies/tongue.gif
Actually, I worded that a bit poorly. The naga-summoning spell can be researched, but Kailasa mightn't have any mages capable of summoning them.
There are nations that have only one or two national spells, such as Ulm. There might be some without any national spells, and there are few that are now the only ones capable of casting certain spells that were previously available to every one. As an example, Illwinter is restricted to Niefelheim/Jotunheim/Utgård. So, all nations don't have new national spells.
st.patrik
September 3rd, 2006, 04:22 PM
actually Kailasa can't summon nagas, but Late Era apes can summon Yakshas.
Nerfix
September 3rd, 2006, 04:25 PM
Endoperez said:There are nations that have only one or two national spells such as Ulm. There might be some without any national spells, and there are few that are now the only ones capable of casting certain spells that were previously available to every one. As an example, Illwinter is restricted to Niefelheim/Jotunheim/Utgård. So, all nations don't have new national spells.
How come you know so much?
Kristoffer O
September 3rd, 2006, 04:34 PM
Nerfix said:
Endoperez said:There are nations that have only one or two national spells such as Ulm. There might be some without any national spells, and there are few that are now the only ones capable of casting certain spells that were previously available to every one. As an example, Illwinter is restricted to Niefelheim/Jotunheim/Utgård. So, all nations don't have new national spells.
How come you know so much?
He was in the beta http://forum.shrapnelgames.com/images/smilies/happy.gif
Nerfix
September 3rd, 2006, 04:36 PM
Then I should bugger him to show us screenies.
Kristoffer O
September 3rd, 2006, 05:24 PM
http://forum.shrapnelgames.com/images/smilies/happy.gif
DominionsFan
September 3rd, 2006, 05:25 PM
Endoperez said:
Nerfix said:
Well duh, of course nations can't cross-summon spells but I'm interested if all around 60 nations have nationa spell. http://forum.shrapnelgames.com/images/smilies/tongue.gif
Actually, I worded that a bit poorly. The naga-summoning spell can be researched, but Kailasa mightn't have any mages capable of summoning them.
There are nations that have only one or two national spells, such as Ulm. There might be some without any national spells, and there are few that are now the only ones capable of casting certain spells that were previously available to every one. As an example, Illwinter is restricted to Niefelheim/Jotunheim/Utgård. So, all nations don't have new national spells.
Ouch! This is bad news for modders. I thought that all races will have at least 5 national summons. AFAIK you cannot add new national spells, only edit the existing spells. 1-2 national spells isnt enough for a good race specific mod [total conversion mods]. Ah well maybe IW can help us in this, and later on we will be able to add new national summons when we want.
*Edit*
I've found the old topic, where I asked Kris about this:
http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=415962&page=2&view=collap sed&sb=5&o=&fpart=1
PS. Sorry for going OT. http://forum.shrapnelgames.com/images/smilies/smile.gif
/on
st.patrik
September 3rd, 2006, 06:34 PM
Turn 37
My researching yogis have started to discover some quite powerful battlefield magical attacks. I think it is enough for now, and so I am tasking them on discovering more about the creation of magical items. However, I am also aware that there are other more powerful beings in the celestial sphere which would heed my call if only I knew the rituals required, so eventually I want my team to get back to researching this.
Some of my people found a magical whip and brought it to my capital. I think I will give it to Devasura - he certainly has enough hands to wield another weapon.
I recruited a scout (Farol) to sneak into the Caelian capital and see what forces they have inside. If they are weak enough I will attempt an assault. Hell, truth is I will assault them either way - I am sick of waiting for their fickle citizens to decide what they want to do. I am sending Asamati, Ahana, and Candragomin up north with a bunch of troops to help Devasura and Boreda with the assault. Once Caelum is finally gone I will be able to turn my undivided attention to other opponents.
http://www.shrapnelcommunity.com/threads/uploads/442389-army37.jpg
st.patrik
September 4th, 2006, 02:27 AM
Turn 38
Everything is in preparation for an assault on Caelum's city. The last of my troops should arrive there this turn. My brave scout, Farol, is going in this turn, to see what kind of defences they have. I had hoped to avoid an assault on the city itself - hoped they would surrender, but I guess it's not going to happen.
http://www.shrapnelcommunity.com/threads/uploads/442430-map38.jpg
Endoperez
September 4th, 2006, 04:09 AM
st.patrik said:actually Kailasa can't summon nagas, but Late Era apes can summon Yakshas.
Well, here's what I get for not testing it through. Both Patala, LA version of the monkey people, and Bandar Log, MA version are able to call members of both yaksha and naga races, which is very reasonable, but EA can only call the yakshas. Very fitting.
DominionsFAN said:
Ouch! This is bad news for modders. I thought that all races will have at least 5 national summons. AFAIK you cannot add new national spells, only edit the existing spells. 1-2 national spells isnt enough for a good race specific mod [total conversion mods]. Ah well maybe IW can help us in this, and later on we will be able to add new national summons when we want.
You can use national summons of other ages. Late Age Ermor won't be used in Early Age game any way. Spells could be changed to be national even in DomII, but because all spells were already in use, it was rarely done. Also, because it is now possible to make magic site which allow the recruitment of special units and/or commanders, spells aren't needed as much as before. Let's try to avoid any more OT, though. This is a great AAR, let's not disturb it.
DominionsFan
September 4th, 2006, 09:11 AM
Endoperez said:
You can use national summons of other ages. Late Age Ermor won't be used in Early Age game any way. Spells could be changed to be national even in DomII, but because all spells were already in use, it was rarely done. Also, because it is now possible to make magic site which allow the recruitment of special units and/or commanders, spells aren't needed as much as before. Let's try to avoid any more OT, though. This is a great AAR, let's not disturb it.
Ah! Awesome. So it was even possible in Doms 2...thanks for the info Endoperez.
PS. Sorry for going OT.
/on
Nerfix
September 4th, 2006, 10:30 AM
So, the end of Caelum draws near.
st.patrik
September 4th, 2006, 10:44 AM
Turn 39
It's going to be a tough fight. In addition to their pretender (an oracle), Caelum has multiple Eagle Kings and other mages. Not many actual troops - some spring hawks, some temple guards, but a lot of tough mages.
http://www.shrapnelcommunity.com/threads/uploads/442480-39caelum.jpg
I am sending in Devasura, Candragomin, Asamati, Ananda, and Brahmakunda. Devasura will bless everyone, Candragomin and Asamati will call meteors from the sky, Ananda will shower the enemy with a magical blade wind. Brahmakunda will stay at the back and after a few turns fly to the rear to cause trouble.
The army that will accompany them will consist first of the Guhyakas I accidentally recruited awhile ago. They will charge right in and thus try to keep the bottleneck somewhat open. After them will come 24 Gandharvas, who will advance after a couple of turns. Finally, far in the rear I have 35 Yavanas, with orders to hold and then attack where the need is greatest. In addition to these I have 20 armoured Bandar on bodyguard duty for the mages.
I'm not sure how this will go. I am particularly worried about the arrows from the defensive towers, since both my Yavanas and my Yakshas are vulnerable to missile fire. But such is war.
T'ien Ch'i and Vanheim are quiet right now. The only other upset is that a group of knights attacked one of my provinces and took it over. But this can wait. There are more important things afoot.
Nerfix
September 4th, 2006, 10:50 AM
Good luck to the battle! Caelum indeed seems to have a fair mage squad there, but I wonder if they have any good spells...who are the white and black winged Caeliens? Oh, and the new temple guard sprites look unappealing. http://forum.shrapnelgames.com/images/smilies/frown.gif
Let's hope that the arrow towers and the cold won't be a too big problem for you. Smash them!
st.patrik
September 4th, 2006, 11:35 AM
I actually like the temple guard sprites, though it is hard to see them clearly in this shot, since they are some distance away.
The white-winged Caelians are the regular Caelian types we all know and love from Dom II; the black-winged ones are the Harab Seraphs, who at this point haven't split from the rest of the Caelians. And of course the gold-winged ones are the Eagle Kings.
st.patrik
September 4th, 2006, 11:36 AM
Turn 40
Success! Caelum is no more!
Sadly no victory comes without a cost: Brahmakunda was hit by an arrow in the first round which almost killed him. He fled the battlefield, but the wound became infected and he now is in the throes of a disease that will probably end in death. Candragomin also took wounds which became infected, and even if the infection does not kill him he will always walk with a limp. Devasura's wounds are clean, but severe - he will never walk again. Pretty much all the Guhyakas died, and 18 Yavanas. Losses were lighter among the Gandharvas: only 4 fell.
The battle itself did not entirely go to plan. My troops arrayed themselves and readied to rush the gate, but immediately were cut off by several large Air Elementals which the defenders summoned.
http://www.shrapnelcommunity.com/threads/uploads/442503-40air.jpg
The elementals killed most of the Guhyakas and held up the Gandharvas for some time. While this conflict was raging my Yavanas being held in reserve were attacked by ethereal hawks with a lightning attack. Many fell before the hawks were destroyed.
Finally after these enemies were defeated the way was opened to storm the city. The few troops Caelum had inside were no barrier, and the mages were so exhausted from summoning air elementals that they did not offer much resistance. Caelum's god, an oracle, was destroyed quickly as my troops poured into the city.
http://www.shrapnelcommunity.com/threads/uploads/442504-caelum40.jpg
Nerfix
September 4th, 2006, 11:46 AM
No siege comes without a cost. Pity about the losses...it seems that without the Ghandarvas you might have been beaten!
But indeed, Caelum is no more!
(and I still don't like the new temple guard sprites. http://forum.shrapnelgames.com/images/smilies/frown.gif )
okiN
September 4th, 2006, 12:56 PM
HUZZAH! The vile false god is cast down! The casualties are regrettable, of course, but so it goes in war and they sacrificed themselves for a greater cause. Onward, Kailasa, the world is the mollusc of your choice!
st.patrik
September 4th, 2006, 08:12 PM
Turn 41
A quiet month, my army is home licking its wounds. I have set some of my Yakshas to forge Dwarven Hammers, which will make the forging of magical items much cheaper. I am also sending out Devasura, despite his weakened condition, to take back the province conquered by cavalry a few turns ago.
From here the plan is to make some magical items - particularly amulets of missile protection to protect my Yakshas - and do enough research to summon more powerful allies for my recruitable troops. Then attack T'ien Ch'i to the south.
I probably need at least 4 army groups: 2 to attack, 1 to defend and 1 in reserve. Each army group needs someone to bless it, as well as some battle magic, some well-armoured frontline troops, and of course many Yavanas to flank the enemy.
–––––––––––––––––––––––––––––––––––––––––––––––
Here's a picture of the world as it stands right now.
http://www.shrapnelcommunity.com/threads/uploads/442631-41.jpg
st.patrik
September 5th, 2006, 01:21 AM
Turn 42
Another quiet month. I'm sending more Markatas south to scout. Brahmakunda is forging magical items even though he's quite sick with this disease. Devasura is kicking those knights out of my province. All else is in preparation.
–––––––––––––––––––––––––––––––
Here's a shot of a knight taking cold damage (the blue number) during the scuffle with Devasura's troops. The knight moved before I could get the shot, which is why the number isn't where the knight is.
http://www.shrapnelcommunity.com/threads/uploads/442670-colddam42.jpg
Nerfix
September 5th, 2006, 04:30 AM
Tien Chi looks monstrously huge. I suggest you summon more Ghandarvas since they are better armored.
Boron
September 5th, 2006, 11:37 AM
Very nice AAR st.patrik.
If you don't mind i ask an OT question:
Did you write AARs for other games too?
If you did can you please link them? http://forum.shrapnelgames.com/images/smilies/happy.gif
st.patrik
September 5th, 2006, 06:35 PM
Boron said:
Very nice AAR st.patrik.
If you don't mind i ask an OT question:
Did you write AARs for other games too?
If you did can you please link them? http://forum.shrapnelgames.com/images/smilies/happy.gif
thanks Boron http://forum.shrapnelgames.com/images/smilies/happy.gif
re. AARs, IIRC this is my first
st.patrik
September 5th, 2006, 06:38 PM
Turn 43
Another quiet month. The only news is that my researchers, working round the clock, made another breakthrough in summoning spells. Now I can call for the assistance of a Siddha, who apparently is a powerful priest as well as mage. I am hoping that Siddhas are powerful enough to mass bless troops. I will be summoning one to find out.
I did a census of all troops and found that I have 82 armoured Bandar, 223 Yavanas, 26 Gandharvas, and 8 Apsaras. I am planning my invasion armies to have 20 Bandar or Gandharvas in the center, with a total of 80 Yavanas on the wings, in 4 groups of 20 each. Each should be led by a Yaksha, a Yakshini, and hopefully a Siddha (if they are as effective as priests as I hope). All commanders should be equipped with basic survival equipment (missile protection, etc.)
I have directed my researchers towards more magical item research, and to discover some basic spells for finding magical sites, so that I do not need to send out searchers.
I also am thinking about taking some of these sea provinces - good for more income, and for intelligence on my opponents.
st.patrik
September 5th, 2006, 07:48 PM
Turn 44
Behold the Siddha!
http://www.shrapnelcommunity.com/threads/uploads/442886-Siddha44.jpg
This guy is impressive: A powerful priest and mage indeed, and up to five attacks. Most impressive, he can move anywhere on the map instantly!
I'm sending this guy site-searching, in hopes of increasing my astral pearl income, so that I can recruit more like him. I am also going myself to the coast, with some trusted Gandharvas, to start conquering the sea.
DominionsFan
September 5th, 2006, 07:51 PM
Hm this Siddha is a very powerful unit indeed.
BigJMoney
September 5th, 2006, 07:57 PM
I *like* that unit. :-D
Now who is complaining that life drain can only give you 5 life? If one could acquire 4 life draining weapons....
=$=
Frostmourne27
September 5th, 2006, 10:38 PM
Even two wraithsword would be pretty impressive, especially combined with regen and high protection... (Pretty much everything is better when combined with high protection and regen though, so thats not saying much.) OT question: Are the Ape-races unusual, or does dom3 include a LOT more units with awe?
Caduceus
September 6th, 2006, 12:13 AM
Just to add my voice to the cacophony that I've really been enjoying your AAR, St. Patrick.
Boron
September 6th, 2006, 01:31 AM
st.patrik said:
Boron said:
Very nice AAR st.patrik.
If you don't mind i ask an OT question:
Did you write AARs for other games too?
If you did can you please link them? http://forum.shrapnelgames.com/images/smilies/happy.gif
thanks Boron http://forum.shrapnelgames.com/images/smilies/happy.gif
re. AARs, IIRC this is my first
Wow you indeed have quite some talent in AAR writing then imho http://forum.shrapnelgames.com/images/smilies/happy.gif.
DominionsFan
September 6th, 2006, 07:23 AM
Boron said:
st.patrik said:
Boron said:
Very nice AAR st.patrik.
If you don't mind i ask an OT question:
Did you write AARs for other games too?
If you did can you please link them? http://forum.shrapnelgames.com/images/smilies/happy.gif
thanks Boron http://forum.shrapnelgames.com/images/smilies/happy.gif
re. AARs, IIRC this is my first
Wow you indeed have quite some talent in AAR writing then imho http://forum.shrapnelgames.com/images/smilies/happy.gif.
Yeah, I absolutely agree. http://forum.shrapnelgames.com/images/smilies/cool.gif
Nerfix
September 6th, 2006, 08:11 AM
The Siddha looks very good. how much did it cost? How much research it requires?
Endoperez
September 6th, 2006, 09:26 AM
Nerfix said:
The Siddha looks very good. how much did it cost? How much research it requires?
National, Conj. 7, S4, 35 pearls.
There's Summon Devata at Conj. 8, S5, 45 pearls. While Summon Siddha says that they are powerful priests and mages, Devatas should be powerful priests, mages AND warriors.
Nerfix
September 6th, 2006, 09:31 AM
Are the Devata best national summons Bandar Log gets?
Manuk
September 6th, 2006, 09:58 AM
Now who is complaining that life drain can only give you 5 life? If one could acquire 4 life draining weapons....
remember that you still get fatigue from that many attacks. You probably need at least a couple of reinvigoration items.
(and improve this guy's attack and defense probably too)
DominionsFan
September 6th, 2006, 10:02 AM
Manuk said:
Now who is complaining that life drain can only give you 5 life? If one could acquire 4 life draining weapons....
remember that you still get fatigue from that many attacks. You probably need at least a couple of reinvigoration items.
(and improve this guy's attack and defense probably too)
Indeed, but that is a valid {SC} equipping tactic in Doms 2. as well.
Endoperez
September 6th, 2006, 10:39 AM
Nerfix said:
Are the Devata best national summons Bandar Log gets?
Highest-level Conjuration, at least. Some others, like the W3E3S1N1 Nagarishi with one of those paths as a random pick, AND Holy 1, are lower-level summons (Conj. 6) with higher requirements (W3E3 and 40 gems, when Bandar Log's best mage has only S3N2 and a WESN random. Even the cheapest naga mage requires W2E, and while Nagini are useful (stealthy mage-priest seducers), you basically need to design your pretender around getting them if you don't want to rely on empowering. All the nagas have pretty hefty upkeep even if they are sacred, because they are all recruitable units in Patala. Nagarishi costs 450 gp, for instance.
Of course, this doesn't directly relate to this AAR as Kailasa can't summon them yet, but since you asked spesifically about Bandar Log... http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/images/smilies/tongue.gif
Nerfix
September 6th, 2006, 10:44 AM
Pity you can't take the Olm with them. http://forum.shrapnelgames.com/images/smilies/tongue.gif
st.patrik
September 6th, 2006, 12:19 PM
Boron said:
st.patrik said:
re. AARs, IIRC this is my first
Wow you indeed have quite some talent in AAR writing then imho http://forum.shrapnelgames.com/images/smilies/happy.gif.
thanks again! It's cool to have so much interest shown! http://forum.shrapnelgames.com/images/smilies/laugh.gif
st.patrik
September 6th, 2006, 12:23 PM
Endoperez said:
Nerfix said:
The Siddha looks very good. how much did it cost? How much research it requires?
National, Conj. 7, S4, 35 pearls.
There's Summon Devata at Conj. 8, S5, 45 pearls. While Summon Siddha says that they are powerful priests and mages, Devatas should be powerful priests, mages AND warriors.
Now don't steal my thunder Endo! http://forum.shrapnelgames.com/images/smilies/eek.gif
I will be summoning a Devata in a few turns, so you can all take a look at him. http://forum.shrapnelgames.com/images/smilies/tongue.gif
Nerfix
September 6th, 2006, 12:24 PM
Yay!
st.patrik
September 6th, 2006, 12:26 PM
Turn 45
Well it looks like Vanheim is taking an aggressive line with T'ien Ch'i. Scouts report four of T'ien Ch'i's castles under siege by Vanheim. Balakrit witnessed one battle first hand, and noticed the dwarven commander:
http://www.shrapnelcommunity.com/threads/uploads/443047-strangehero45.jpg
This is a little amusing - mainly because he's carrying a midget masher!
But this makes me realise that I must act soon - I have probably delayed too long already. I need to grab a piece of the pie before it's gone. I will take a contingent from the north and attack T'ien Ch'i's northern provinces. Then in a turn or two I will send troops south also. I need more astral pearls.
Nerfix
September 6th, 2006, 12:47 PM
Well, obviously he is smashing other midgets! Perhaps he is some kind of a taskmaster? http://forum.shrapnelgames.com/images/smilies/tongue.gif
Let's hope things go well versus Tien and Vanheim.
BigJMoney
September 6th, 2006, 12:53 PM
"Masters of Forging", yet I see no forge bonus. Maybe they're not as good as the Ulmish smiths. Wow, look at that research. Vanheim must have a decent magic scale.
=$=
Frostmourne27
September 6th, 2006, 02:12 PM
IIRC, dwarven smiths have never had a forge bonus. I guess the description doesn't say that they make those ancient and powerful artifacts cheaply. http://forum.shrapnelgames.com/images/smilies/wink.gif
st.patrik
September 6th, 2006, 02:59 PM
Turn 46
Disturbing events: I led a contingent of troops into the inland sea - and suddenly found myself fighting for my life. The province had Triton Knights mounted on Hippocampi, which killed almost all my troops and even dared to attack me!
http://www.shrapnelcommunity.com/threads/uploads/443078-46seabattle.jpg
Yet I proved victorious. Now I have a foothold in the sea I can train an aquatic army to conquer the seas.
This turn also Candragomin and Brahmakunda died from their wounds following the battle of Caelum. The whole nation mourns their loss.
Devasura, Ahana, and Asamati are attacking T'ien Ch'i in the north this turn. I am building a lab in the sea, to call powerful aquatic creatures. Many magic items are being forged, and spells of site-searching are being cast.
okiN
September 6th, 2006, 03:14 PM
Well, look on the bright side: those triton knights ought to be able to work wonders for your underwater conquest. Shame about the dead commanders, but it was only to be expected. Good luck against T'ien Ch'i.
Nerfix
September 6th, 2006, 03:17 PM
Those tritons sure look nasty! Good that you managed to conquer them nevertheless.
Caduceus
September 6th, 2006, 03:24 PM
Wow, looks like a close call!
st.patrik
September 6th, 2006, 03:51 PM
yeah, it was a close call. The thing that resulted in me winning in the end were the sharks that I summoned killing off the commander, after which the tritons routed.
DominionsFan
September 6th, 2006, 05:45 PM
st.patrik, you are playing against the AIs with the hardest AI settings? Sorry if this was mentioned in the thread already, but I haven't seen it. Also, on the current settings, do you find the AI more challenging then in Doms 2.?
PS. Sorry for going OT.
st.patrik
September 6th, 2006, 06:25 PM
No, I'm not playing on the hardest AI settings. The AI has 5 settings in Dom 3: Easy, Normal, Difficult, Mighty, and Impossible. I chose Difficult, so that it would be a little tougher than normal, but nowhere near as tough as Mighty or Impossible.
I also chose one each of the three AI types: Normal, Aggressive, Defensive. I'm not sure which nations are which (b/c they were random), but I'm guessing T'ien Ch'i is defensive, Caelum was normal, and Vanheim is aggressive - though I could be wrong about this.
I do find the AI to be more challenging than in Dom II. In DomPPP the AI would often have extremely large armies, and often kicked my butt, but in Dom II the AI seemed to avoid large armies (my own theory for why this is that it was trying to avoid having more troops than it could feed (in DomPPP the large AI armies were *always* starving)). In Dom 3 the AI seems to once again have somewhat large armies (for example Vanheim's army that was sieging T'ien Ch'i) and of course now it builds castles, unlike Dom II.
Having said that, I think that I probably could have gone up another notch in difficulty (to Mighty AI) and it would have given me more of a challenge. (on the other hand, things might have turned out differently if I had started next to Vanheim).
I haven't tried a game yet against a bunch of impossible AIs. My guess is that early game would be very hard, mid game would be a challenge, but if you made it to late game you could outwit the AI. but that's just a guess.
sorry - kinda long answer to a short question http://forum.shrapnelgames.com/images/smilies/happy.gif
st.patrik
September 6th, 2006, 06:25 PM
*edit* - deleted double post
Maltrease
September 6th, 2006, 11:06 PM
I just wanted to chime in quickly with my thanks as well. Very enjoyable reading the AAR. Can't wait to see how things go for you!
DominionsFan
September 7th, 2006, 09:23 AM
Ah I see, I guess my first game will be against 5 difficult AIs on a small map, all set to agressive, the next game will be the same, but the AIs will be defensive. I would like to see the differences between these various AI behaviours.
st.patrik
September 7th, 2006, 10:29 AM
Turn 47
I forgot the old dictum that an army marches on its stomach. When Devasura crossed the border (with no resistance) he began to realise that these lands did not produce enough supplies to feed the army. Immediately word was sent to those forging magical items, and they started work on a couple of endless bags of wine.
In the meantime Devasura had to withdraw, to ensure that the troops don't starve. Hardly an auspicious start to a military campaign!
I am summoning an Asp Turtle - a fearsome beast of the depths who will fight under the water for my cause. I am also tasking one of my Yakshinis to come lead my underwater armies, while I return to land to oversee the war there.
st.patrik
September 7th, 2006, 10:31 AM
st.patrik said:
In Dom 3 the AI seems to once again have somewhat large armies (for example Vanheim's army that was sieging T'ien Ch'i)...
oops I just realised that I got ahead of myself - I haven't posted this turn yet...
st.patrik
September 7th, 2006, 10:33 AM
Turn 48
One of my Markatas witnessed a battle between Vanheim and T'ien Ch'i. T'ien Ch'i attacked Vanheim to try to break the siege on his capital.
http://www.shrapnelcommunity.com/threads/uploads/443331-vanheim48.jpg
Eh, yeah, Vanheim is looking fairly strong.
I am heading back to the capital to oversee preparing the army for what they're going to have to deal with. As soon as I get back I will be summoning another Siddha, to bless a second army group. Bags of wine are being ferried to Devasura et al. Everyone is busy.
st.patrik
September 7th, 2006, 11:15 AM
Maltrease said:
I just wanted to chime in quickly with my thanks as well. Very enjoyable reading the AAR. Can't wait to see how things go for you!
thanks http://forum.shrapnelgames.com/images/smilies/smile.gif
There are some fun things going to happen hopefully... http://forum.shrapnelgames.com/images/smilies/eek.gif
Nerfix
September 7th, 2006, 11:42 AM
Where did that lightning come from? =o?
I hope you can deal with the supply trouble. I bet those big units eat a lot.
st.patrik
September 7th, 2006, 11:51 AM
I think it must have been a thunder bow or spirit helmet.
supply will be ok so long as I can get some endless bags of wine (I hope!)
st.patrik
September 7th, 2006, 03:59 PM
Turn 49
No important news this month. Dhritiman (the Siddha) found a magic site providing astral pearls, which is good; an administrator in one of my provinces decided he needed to increase provincial defence by 20. I am back in the capital and calling another Siddha. Devasura and friends are moving back into the province they took from T'ien Ch'i, once more on the offensive.
Last turn I summoned an Asp Turtle, a powerful aquatic beast:
http://www.shrapnelcommunity.com/threads/uploads/443411-s.jpg
Nerfix
September 7th, 2006, 04:29 PM
Oooh! That sprite is quality stuff!
okiN
September 7th, 2006, 05:09 PM
Looks like a top-notch creature all around, in fact. The typos in the description are kind of funny, though. http://forum.shrapnelgames.com/images/smilies/tongue.gif
st.patrik
September 7th, 2006, 05:42 PM
okiN said:
Looks like a top-notch creature all around, in fact. The typos in the description are kind of funny, though. http://forum.shrapnelgames.com/images/smilies/tongue.gif
yeah the description has already been fixed, but may not make it into the initial version.
DominionsFan
September 7th, 2006, 06:06 PM
st.patrik said:
Turn 49
No important news this month. Dhritiman (the Siddha) found a magic site providing astral pearls, which is good; an administrator in one of my provinces decided he needed to increase provincial defence by 20. I am back in the capital and calling another Siddha. Devasura and friends are moving back into the province they took from T'ien Ch'i, once more on the offensive.
Last turn I summoned an Asp Turtle, a powerful aquatic beast:
http://www.shrapnelcommunity.com/threads/uploads/443411-s.jpg
wow! The gfx of the new units is awesome! http://forum.shrapnelgames.com/images/smilies/smile.gif
BigJMoney
September 7th, 2006, 06:50 PM
I can't wait to see you tramling your enemies...
=$=
st.patrik
September 7th, 2006, 07:19 PM
yeah - I love tramling http://forum.shrapnelgames.com/images/smilies/happy.gif
Sindai
September 7th, 2006, 07:29 PM
Tramling is ridiculously powerful and clearly needs a nerf!
Reverend Zombie
September 7th, 2006, 10:52 PM
st.patrik said:
yeah - I love tramling http://forum.shrapnelgames.com/images/smilies/happy.gif
But you'll have to wait till you encouter your enemies to do so.
Caduceus
September 7th, 2006, 11:08 PM
Sindai said:
Tramling is ridiculously powerful and clearly needs a nerf!
That was my laugh out loud moment of the day. Thanks Sindai.
st.patrik
September 8th, 2006, 12:23 AM
Turn 50
Devasura is on the attack. He is leading an attack against one of T'ien Ch'i's provinces which is next to one of the strongholds Vanheim is attacking. After attacking this province I will send him against Vanheim and see how he fares.
The new Siddha that I summoned is busy making amulets of missile protection for the Yakshas and Yakshinis. While my Yakshas and Yakshinis are busy making fun weapons for him to wield http://forum.shrapnelgames.com/images/smilies/happy.gif
st.patrik
September 8th, 2006, 02:12 AM
Turn 51
Devasura easily took T'ien Ch'i's province. T'ien Ch'i made a half-hearted attempt at attacking my southern border, but it was a weak attack. He also tried once more to dislodge Vanheim from his capital, without any more success than the last time.
Here's a shot of my armies attacking T'ien Ch'i in swampland, which gives units without swamp survival penalties in attack and defence.
http://www.shrapnelcommunity.com/threads/uploads/443553-battle51.jpg
DominionsFan
September 8th, 2006, 06:28 AM
Caduceus said:
Sindai said:
Tramling is ridiculously powerful and clearly needs a nerf!
That was my laugh out loud moment of the day. Thanks Sindai.
Yeah same here. However Sindai was just kidding or not? http://forum.shrapnelgames.com/images/smilies/confused.gif
Nerfix
September 8th, 2006, 06:30 AM
Hmm, I see that Gifts from Heavens still has the old graphic. It looks kind of silly along the special effects. =/
EDIT: Terrain now has an effect on units?
Blofeld
September 8th, 2006, 09:49 AM
st.patrik said:
Turn 49
No important news this month. Dhritiman (the Siddha) found a magic site providing astral pearls, which is good; an administrator in one of my provinces decided he needed to increase provincial defence by 20. I am back in the capital and calling another Siddha. Devasura and friends are moving back into the province they took from T'ien Ch'i, once more on the offensive.
Last turn I summoned an Asp Turtle, a powerful aquatic beast:
http://www.shrapnelcommunity.com/threads/uploads/443411-s.jpg
ROTFL! Morskie Oko is a picturesque mountain lake in Poland, a very popular tourist venue. According to a legend, it has an underground connection to the sea. It turns out the makers of the legend were right and the "No swimming!" posts around the lake have been put there for a reason http://forum.shrapnelgames.com/images/smilies/happy.gif
The next thing I imagined was a kid throwing stones at the lake, someone wiser telling him "Do not disturb the water!" and... we know the rest.
BTW it's like a third Polish province name I see on the screenshots, it's kinda funny for someone from these parts.
st.patrik
September 8th, 2006, 12:28 PM
Turn 52
Set Vanheim's forces to flight easily, and can storm T'ien Ch'i's fort already. I will do this immediately and make it a base of operations. I moved my troops into T'ien Ch'i territory on my southern frontier also, and took it easily, but again forgot that I would need supplies, so I will have to withdraw and send them down.
Apala (the Yakshini in charge of the inland sea) summoned a Kraken. I think she may almost have enough to attack the next province. I will send her, hoping for the best. The reports say that the troops there are just regular Tritons - not the fancy Hippocampus-riding ones.
Here's a shot of my armies pounding T'ien Ch'i into the ground.
http://www.shrapnelcommunity.com/threads/uploads/443660-coldbolt52.jpg
Nerfix
September 8th, 2006, 12:38 PM
Hmm, I wonder if Tien will suppendly bring out a huge pack of archers...
st.patrik
September 8th, 2006, 01:36 PM
suppendly? http://forum.shrapnelgames.com/images/smilies/confused.gif
Nerfix
September 8th, 2006, 01:39 PM
Should be "suddenly"
st.patrik
September 8th, 2006, 01:41 PM
oh, ok http://forum.shrapnelgames.com/images/smilies/happy.gif
BigJMoney
September 8th, 2006, 02:21 PM
I'm curious about the terrain, as well. I always thought that swamp survival was a rarely useful skill since swamps are not found very often in most maps. For it to negate combat penalties as well as help with starvation seems a little better to me.
Do mountains or forests bestow combat penalties as well?
=$=
st.patrik
September 8th, 2006, 05:51 PM
Turn 53
The water province fell, but my Kraken died in the fighting. The Asp Turtle is pretty impressive in combat! I also captured T'ien Ch'i's Swamp Fortress. Here is a shot of my Yavanas entering the fortress.
http://www.shrapnelcommunity.com/threads/uploads/443809-swampfort53.jpg
T'ien Ch'i must be getting desperate - he tried breaking Vanheim's siege again, with as poor a result as previous times. I think what I need to do is outfit a very strong army and go directly there, defeat Vanheim's army, and try to take the city. It could happen!
Devasura and friends are site searching in the province of the fort they just captured. Apala is taking her asp turtle back the the starting province to summon another one and cast the incantation known as 'Voice of Tiamat' on the newly conquered province. I'm equipping the army to the south with bags of wine, amulets of missile protection, and earth boots for the Yakshas. Bishen the Siddha is going down there this turn to join the army. Then next turn they will plunge into enemy territory.
I'm setting Arana to build temples, since for every five temples I build my maximum dominion goes up by one, and thus the number of Yavanas I can recruit goes up.
okiN
September 8th, 2006, 06:06 PM
Congratulations on the new fort, good luck (As if you need it) in your future conquests. http://forum.shrapnelgames.com/images/smilies/happy.gif
Nerfix
September 8th, 2006, 06:11 PM
*gasp*
That fort looks so nice!
Good progress so far. Any idea when we'll see Devata?
Fate
September 8th, 2006, 10:24 PM
That is a gorgeous fort (great AAR, btw).
Can the units go up to that tower, or is it just scenary?
BigJMoney
September 9th, 2006, 12:12 AM
I was wondering that too, but I had to ask myself, "when in Dominions have I ever seen units fighting each other on a north/south plane?" Of course, the answer is "never", so I have to doubt that you can defend or attack that cool looking tower. Maybe we can request that for Dom 4, though! Some castles with multiple sections and specialized defenses you have to conquer. Man, that would make sieges interesting, now wouldn't it?
=$=
st.patrik
September 9th, 2006, 01:44 AM
Turn 54
My researchers have discovered the means to summon a powerful hero from the celestial sphere: a Devata. Devasura was a Devata before he fell; now I have discovered the means to summon unfallen Devatas. Unfortunately the cost in magical resources is high: 45 astral pearls. This is in fact higher than I can afford right now. I will have to wait before enacting this ritual.
One of my Yakshas was casting a routine spell attempting to find sites of magical power, and found a fortification: The Jervellan Wall. This is all to the better since the province in which it is located is a province I recently took from T'ien Ch'i, so it is on the new frontier. Having said this, it is not a particularly good fortification, but better than nothing.
http://www.shrapnelcommunity.com/threads/uploads/443915-jwall54.jpg
Devasura, having secured T'ien Ch'i's Swamp Fort, are moving on to attack some Forest Ramparts held by T'ien Ch'i but besieged by Vanheim.
Bishen and the army he is leading are continuing to move south into T'ien Ch'i's territory. If I can hold the pass over the mountains to the west I can move south down a fairly narrow path. I need one more commander who can bless all my troops. Either I recall Dhritiman from site searching, which is tough because I need a greater income in gems, or I wait until I can recruit a Devata, which will probably be a couple more turns. I think I will probably do the latter.
Nerfix
September 9th, 2006, 05:39 AM
Well, at least your troops won't be starving near the Jervellan Wall. http://forum.shrapnelgames.com/images/smilies/tongue.gif
Can we perhaps get a shot of your conquests?
Kristoffer O
September 9th, 2006, 06:48 AM
Supply storage is only in sieges. Supply distribution is admin dependent IIRC
Nerfix
September 9th, 2006, 07:27 AM
Kristoffer O said:
Supply storage is only in sieges. Supply distribution is admin dependent IIRC
Oh. I see.
BigJMoney
September 9th, 2006, 12:25 PM
That's still not bad. If the euqations I've seen on these forums are correct, you could have:
1000 supply turn 1
500 supply turn 2
333 supply turn 3
250 supply turn 4
200 supply turn 5
166 supply turn 6...
1000 castle supply really is useful. Question about that...when you're seiging, is there any way at all to see what the supply factor for the troops on the inside is?
=$=
st.patrik
September 9th, 2006, 12:28 PM
The Jervellan Wall has great siege supply, but not much defence, so unless you have a very tough army inside the walls will fall rather quickly. The idea (I'm guessing) is that it takes a lot of manpower to hold, and therefore has a correspondingly high siege supply.
st.patrik
September 9th, 2006, 12:29 PM
Turn 55
Success on every front: Devasura kicked Vanheim's sieging force off T'ien Ch'i's fort, but the defenders of the Ramparts were dismayed to find that these new troops merely resumed the siege where the Vanheim army left off.
Bishen took T'ien Ch'i's province with only 2 losses. Below is a shot of the melee which shows one of my Yavanas aging particularly rapidly due to one of T'ien Ch'i's mages casting a spell to Decay his flesh. Of course, this spell was much less effective on a celestial being than on a fully mortal being: the individual aged 60 years over the course of the battle due to this enchantment, but celestials are long-lived, so this attack merely took him from young manhood (114) to maturity (174), which is well short of old age (300).
http://www.shrapnelcommunity.com/threads/uploads/444020-55decay.jpg
Vanheim's god is on the move - a massive titan with a huge golden shield. Balakrit witnessed him putting T'ien Ch'i's forces to flight. Unfortunately he is in an adjacent province to the forest ramparts I just attacked, so I may be a potential target next turn. For this reason I will hold off of storming the fort for a month, until I see what his movements will be.
Bishen is advancing towards the T'ien Ch'i capital; one of the Yakshas is bringing up a defensive force to protect the border in case of counter-attacks.
I think next month I will alchemize gems to produce more astral pearls, so that I can perform this ritual to call a Devata. I had to forge a Starshine Skullcap for myself, to increase my ability in astral magic, because the ritual involves a high degree of familiarity with astral magic (level 5).
Nerfix
September 9th, 2006, 12:32 PM
Hmmm, it seems Decay has lost a lot of it's charm. I kinda wish there was a higher level spell with same effect as the old Decay. It was great killing off Iron Dragons etc. which would be just dominating without it. =/
Bu nevertheless, good going. Let's hope that the Vanheimian pretender won't be too troublesome.
And Devata!
st.patrik
September 9th, 2006, 12:42 PM
?http://forum.shrapnelgames.com/images/smilies/confused.gif?
I really like the integration of Decay with the aging system a lot. I think it's way cooler than the old Decay!
Kailasa's Yaksha troops are kinda an exception to its effectiveness, given they are so long-lived. Most regular commanders would be dead, or so old that they would be racking up afflictions that would make them kinda useless. I'm not sure what kind of age Iron Dragons get, so I don't know how effective it'll be against them (however I thought the spell most useful against constructs was Disintegrate).
The old age thing really alters the game, partly because most of the powerful mages are old, and they tend to get diseases and die off, so there is incentive to buy some less powerful mages, as they tend to be more youthful and therefore last a bit longer. Then to have spells that mess with this... I think it's really cool.
Nerfix
September 9th, 2006, 12:47 PM
Well, it is cooler now, and I admit that Decay was a crazy powerful spell for it's level. But it was a good counter versus low MR targets.
EDIt: And one thing is that it is no longer a viable counter for most of summons since I bet they live for a long time...
st.patrik
September 9th, 2006, 02:46 PM
I could be wrong, but I think there are more spells which target magical beings than there used to be. If so I'm pretty sure that they were included so that there would be more options when attacking summons, since many summons are magical beings...
st.patrik
September 9th, 2006, 02:48 PM
Turn 56
It occured to me as my army makes its way towards the T'ien Ch'i capital to attack Vanheim's sieging army that perhaps my force is not strong enough to destroy this army. Paying closer attention to one of T'ien Ch'i's pathetic attempts to dislodge Vanheim I think I may be right...
http://www.shrapnelcommunity.com/threads/uploads/444054-56vanarmy.jpg
I will have to get some reinforcements. I think 2 more Yakshas and 2 more Yakshinis, as well as another 40 Yavanas in reserve ought to do it. I will order troops to the front. In the mean time Bishen will take the army to the mountain pass to claim that province. Then next turn I will group the army.
Vanheim's god did not attack my troops this turn, and it would appear has moved away, so I will storm the ramparts.
Apala, my Yakshini in service beneath the waves, is taking her army of Tritons (and Asp turtle) westwards into the ocean that surrounds the continent.
I am beginning the ritual to summon a Devata. http://forum.shrapnelgames.com/images/smilies/eek.gif
Nerfix
September 9th, 2006, 03:06 PM
st.patrik said:
I could be wrong, but I think there are more spells which target magical beings than there used to be. If so I'm pretty sure that they were included so that there would be more options when attacking summons, since many summons are magical beings...
I see then.
st.patrik
September 10th, 2006, 10:12 AM
Turn 57
Balastha the Devata has come in response to my calls.
http://www.shrapnelcommunity.com/threads/uploads/444230-57devata.jpg
The Devata is much like the Siddha, except armed and armoured for war, and trained for war. 8 more HP, 4 more morale, 4 more strength, 5 more attack skill and 3 more defence skill. Sadly not as mobile as the Siddha, but in every other category impressive to say the least. I will be outfitting him and sending him to the front lines as soon as possible.
In the military things went smoothly this turn: Devasura captured T'ien Ch'i's forest ramparts (screenshot below), even though Vanheim sent a small force to attack the besieging army.
http://www.shrapnelcommunity.com/threads/uploads/444052-57rampart.jpg
Bishen took the mountain pass called Cathedral Gap without incident; none of my forces were counter-attacked. Apala led her army of Tritons into the wide ocean and won the area, even though she lost a lot of Tritons. Now I will put together an army capable of destroying Vanheim's army, and move it into position, so that next turn it can attack.
okiN
September 10th, 2006, 10:24 AM
Wow, that Devata sure looks formidable. Vanheim ought to be quaking in their boots.
Nerfix
September 10th, 2006, 10:42 AM
Hmmm, I'll let the Reaction Guys sum up my feelings on the Devata and Kailasa in general...
http://img.photobucket.com/albums/v50/Nerfix/guys_bandar.jpg
JaydedOne
September 10th, 2006, 10:52 AM
Agreed. That Devata is a sexy, sexy summon. I'm stoked to see what the other nations get as comparable national summons. Woo!
Oh, and what're the casting requirements/costs for the Devata anyway?
st.patrik
September 10th, 2006, 10:54 AM
IIRC 45 pearls, 5 Astral
Nerfix
September 10th, 2006, 10:56 AM
I imagine Devata is pretty Umoring brutal with Water bless. Six, eight or even more attacks in one round! Or fire bless. 6 AP damage x 3 = 18 AP damage + weapons damage...and you can also give him a fourth weapon instead of a shield...
BigJMoney
September 10th, 2006, 05:23 PM
Might even be better than that. I think the fire bless applies to all melee attacks, not just weapons. So the kick would be fire based, as well. The kick would definitely benefit from quickness.
Man, I am loving all the castles everywhere. This is going to be so much fun!
=$=
Nerfix
September 10th, 2006, 05:29 PM
Oooh I forgot the kick! Of course the kick counts too!
st.patrik
September 10th, 2006, 08:07 PM
Turn 58
No attacks this turn, but I did notice T'ien Ch'i attacking Vanheim with a group of mercenaries: a beast trainer with a group of fire drakes.
http://www.shrapnelcommunity.com/threads/uploads/444375-58fdrakes.jpg
I have readied my army for attacking Vanheim's force which is besieging T'ien Ch'i's capital. Bishen is commanding, supported by Avilasa, Bhadrayu, and Anuprabhu the Yakshas, as well as Guruprasada and Bemra the Yakshinis. I have 165 Yavanas, as well as 30 Bandar apes and 18 Gandharvas. The Gandharvas will take the center, with a large group (30) of Yavanas on each flank with orders to flank the enemy. The Bandar will be forward, to either side of the Gandharvas, to draw arrows away from the Yavanas. In the second rank I have 5 groups of 15 Yavanas spread across the line, with orders to wait for a few minutes before attacking. Finally in reserve I have 2 more groups of Yavanas, to support the line should it weaken.
The Yakshinis will be calling powerful showers of frost on the enemy ranks, while the Yakshas will be hurling meteors and wind composed of blades towards the enemy. Bishen will stay in the back to bless the troops and oversee the battle.
Things are quiet. The calm before the storm. I am confident we will win a great victory.
Nerfix
September 11th, 2006, 04:39 AM
There are....light effects now? =O
Ygorl
September 11th, 2006, 10:31 AM
I like Vanheim's commander's name. Makes me thirsty.
Agrajag
September 11th, 2006, 02:29 PM
Nerfix said:
There are....light effects now? =O
This isn't the first screenshot where you can see them.
st.patrik
September 11th, 2006, 02:33 PM
Ygorl said:
I like Vanheim's commander's name. Makes me thirsty.
the original budweiser http://forum.shrapnelgames.com/images/smilies/happy.gif
st.patrik
September 11th, 2006, 02:37 PM
turn 59
Success! Vanheim's army was tough, but Kailasa proved stronger! Here is a shot of the 2 armies facing each other:
http://www.shrapnelcommunity.com/threads/uploads/444241-59battle1.jpg
Vanheim had 271 troops altogether, many of them Van Huskarls and Hirdmen. These were tough adversaries, because of their glamour ability, which gives a mirror image effect, making them harder to hit. In addition, they have very high defence (15 and 19 respectively). Vanheim also had 11 commanders, many of them dwarves. Thankfully Vanheim appears to not have researched powerful attack spells, so his magical offense was limited to the spell 'Flying Shards', which is not as effective as the 'Blade Wind' that I was casting (although it cost me many troops' lives).
http://www.shrapnelcommunity.com/threads/uploads/444543-59battle.jpg
I killed all but 31 of Vanheim's troops (that would be 240 killed), and 5 of his commanders. My losses were 59 Yavanas and 11 Bandar. None of my commanders were harmed.
Furthermore, it would appear that T'ien Ch'i's city wall has been breached, and so I have the opportunity to lead a team of warriors into the city and take it. Needless to say I will be doing just that.
In other news my researchers discovered a new battlefield incantation, which makes all celestial dancers move quickly.
http://www.shrapnelcommunity.com/threads/uploads/444546-59celestial.jpg
I'm not entirely sure if that includes just Apsaras, Gandharvas, and Yakshas, or if Yavanas qualify as 'celestial dancers' too. If so this would be pretty powerful. I will be doing a field test as soon as I can get it together. Even if it doesn't affect Yavanas, Gandharvas will become powerhouses with this in place.
Balastha is almost fully equipped for battle. Next turn he will lead a contingent down to the front. I am tasking my researchers on finding an enchantment that will protect my troops from missiles. I believe Balastha would be able to cast such a spell, should it become available.
The other noteworthy thing that occured this month is that one of my Yakshas, casting site-searching spells, found a magical site called the Castle Arcanum, which, in addition to providing some magical gems, allows recruitment of both Wizards and Warrior Mages. I am recruiting a Wizard, in hope that he will be skilled in fire magic - a path none of my mages are skilled in.
JaydedOne
September 11th, 2006, 03:20 PM
I think I got most excited by the topmost shot that shows the size of the armies. The thought of what some of the more epic clashes in Dom3 must look like fills me with a lot of anticipation for release. Very exciting.
And Celestial Music is hot. http://forum.shrapnelgames.com/images/smilies/happy.gif
Nerfix
September 11th, 2006, 03:47 PM
Cool stuff. Good going. The power of Vanheim is broken, at least for a while. Let's hope the Titan doesn't become too problematic.
And boy! It was a big battle!
And that spell looks quite interesting. Now I know what they mysterious Celestial Music spell is that appeared on the changelog...
Endoperez
September 11th, 2006, 04:20 PM
Nerfix said:And that spell looks quite interesting. Now I know what they mysterious Celestial Music spell is that appeared on the changelog...
You are talking about this, right?
4th june
* New spells (most of them national): Summon Spectral Infantry, Tempering the Will, Stand Firm, Celestial Chastisement, End of Culture, End of Weakness, Arcane Bolt, Conflagration, Hydrophobia, Inner Furnace, Celestial Music.
I think I know three of those spells.
Nerfix
September 11th, 2006, 04:21 PM
Endoperez said:
Nerfix said:And that spell looks quite interesting. Now I know what they mysterious Celestial Music spell is that appeared on the changelog...
You are talking about this, right?
4th june
* New spells (most of them national): Summon Spectral Infantry, Tempering the Will, Stand Firm, Celestial Chastisement, End of Culture, End of Weakness, Arcane Bolt, Conflagration, Hydrophobia, Inner Furnace, Celestial Music.
I think I know three of those spells.
Yes, them, including the highly mysterious "End of Culture".
JaydedOne
September 11th, 2006, 04:24 PM
Must...wait...until...October...Cannot...let...hea d...explode...
DominionsFan
September 11th, 2006, 05:22 PM
JaydedOne said:
Must...wait...until...October...Cannot...let...hea d...explode...
Hehehe, I feel your pain. I guess when I get the game.. I will play all night long that day. http://forum.shrapnelgames.com/images/smilies/biggrin.gif
School, training, girlfriend...everything will be seconday on that day. http://forum.shrapnelgames.com/images/smilies/laugh.gif
Nerfix
September 12th, 2006, 04:58 AM
Ahh don't worry guys, only 3-4 weeks.
...
http://forum.shrapnelgames.com/images/smilies/frown.gif
st.patrik
September 12th, 2006, 03:21 PM
Turn 60
Success once again! My brave warriors stormed the gate of T'ien Ch'i's fortified city and slew his warriors. The pathetic creature that these barbarians call a god I killed while he was running away from my invincible armies!
http://www.shrapnelcommunity.com/threads/uploads/444947-60jade.jpg
I am raising a temple to myself in the ruins of T'ien Ch'i's shrine to the false god, the so-called 'Jade Emperor'.
Now I have conquered the capitals of two of my foes. I will consolidate my power over T'ien Ch'i and then crush Vanheim also.
Speaking of Vanheim, they led a somewhat serious assault on the pass over the mountains, which my forces hold. It was a close thing, but with many losses I was able to hold the pass.
Balastha the Devata is finally ready to assault my enemies:
http://www.shrapnelcommunity.com/threads/uploads/443527-60devata.jpg
I'm not exactly sure how many attacks he ought to be getting in one round, but it should be a lot, especially once he is blessed. Each sword of swiftness gives 2 attacks, plus the Demon Whip and kick gives 6 attacks, and then the boots of quickness should double that, and on top of that the water 9 blessing.
Defence of 33 (+4 when blessed) should make him pretty much impossible to hit in melee. Missile weapons should pose no problem either. Magical attacks may succeed against him, especially elemental attacks since he does not have resistances, but I am hoping that my opponents are not smart enough to take advantage of this vulnerability.
JaydedOne
September 12th, 2006, 03:32 PM
This shows my level of ignorance regarding the game, but do quickness effects stack? How exactly do they work -- is it added attacks per strike, reduced time between attacks, some other formula? If so, does quickness act as a multiplier or an additive for purposes of stacking?
Someone break it down for me?
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